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...

Starting coding the main game loop


As you can see, the last part of the previous code is the game loop, while (window.isOpen()){}. It is this that we turn our attention to now. Specifically, we will be coding the input-handling section of the game loop.

The next code that we will add is quite long. There is nothing complicated about it, and we will examine it all in a minute.

Add the highlighted code only, which is shown in the following code, into the main game loop:

// The main game loop 
while (window.isOpen()) 
{ 
   /*
   ************
   Handle input
   ************
   */   

   // Handle events by polling   
   Event event;
   while (window.pollEvent(event))
   {
     if (event.type == Event::KeyPressed)
     {
        // Pause a game while playing
        if (event.key.code == Keyboard::Return &&
           state == State::PLAYING)
        {
           state = State::PAUSED;
        }
        // Restart while paused
        else if (event.key.code == Keyboard::Return &&amp...