Book Image

Beginning C++ Game Programming - Second Edition

By : John Horton
Book Image

Beginning C++ Game Programming - Second Edition

By: John Horton

Overview of this book

The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you’ll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch
Table of Contents (25 chapters)
23
Chapter 23: Before You Go...

Building a horde of zombies

Now, we are armed with the TextureHolder class to make sure that our zombie textures are easily available as well as only loaded into the GPU once. Then, we can investigate creating a whole horde of them.

We will store zombies in an array. Since the process of building and spawning a horde of zombies involves quite a few lines of code, it is a good candidate for abstracting to a separate function. Soon, we will code the CreateHorde function but first, of course, we need a Zombie class.

Coding the Zombie.h file

The first step to building a class to represent a zombie is to code the member variables and function prototypes in a header file.

Right-click Header Files in the Solution Explorer and select Add | New Item.... In the Add New Item window, highlight (by left-clicking) Header File (.h), and then in the Name field, type Zombie.h.

Add the following code to the Zombie.h file:

#pragma once
#include <SFML/Graphics.hpp>
using namespace...