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...

Coding the Bullet class

We will use the SFML RectangleShape class to visually represent a bullet. We will code a Bullet class that has a RectangleShape member, as well as other member data and functions. Then, we will add bullets to our game in a few steps, as follows:

  1. First, we will code the Bullet.h file. This will reveal all the details of the member data and the prototypes for the functions.
  2. Next, we will code the Bullet.cpp file, which, of course, will contain the definitions for all the functions of the Bullet class. As we step through this, I will explain exactly how an object of the Bullet type will work and be controlled.
  3. Finally, we will declare a whole array full of bullets in the main function. We will also implement a control scheme for shooting, managing the player's remaining ammo, and reloading.

Let's get started with step 1.

Coding the Bullet header file

To make the new header file, right-click Header Files in the Solution Explorer...