Book Image

Beginning C++ Game Programming

Book Image

Beginning C++ Game Programming

Overview of this book

This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer. We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more.
Table of Contents (24 chapters)
Beginning C++ Game Programming
Credits
About the Author
About the Reviewer
www.PacktPub.com
Dedication
Preface
17
Before you go...

FAQ


Q) I admit that the array solution for the clouds was more efficient. But do we really need three separate arrays, one for active, one for speed, and one for the sprite itself?

A) If we look at the properties/variables that various objects have, for example Sprite objects, we will see they are numerous. Sprites have position, color, size, rotation, and many more as well. But it would be just perfect if they had active, speed, and perhaps more as well. The problem is that the coders at SFML can't possibly predict all the ways that we will use their Sprite class. Fortunately, we can make our own classes. We could make a class called Cloud that has a Boolean for active and an int for speed. We can even give our Cloud class an SFML Sprite object. We could then simplify our cloud code even further. We will look at designing our own classes in the next chapter.