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...

Using the Pickup class

After all that hard work implementing the Pickup class, we can now go ahead and write code in the game engine to put some pickups into the game.

The first thing we will do is add an include directive to the ZombieArena.cpp file:

#include <SFML/Graphics.hpp>
#include "ZombieArena.h"
#include "Player.h"
#include "TextureHolder.h"
#include "Bullet.h"
#include "Pickup.h"
using namespace sf;

In this following code, we are adding two Pickup instances: one called healthPickup and another called ammoPickup. We pass the values 1 and 2, respectively, into the constructor so that they are initialized to the correct type of pickup. Add the following highlighted code, which we have just discussed:

// Hide the mouse pointer and replace it with crosshair
window.setMouseCursorVisible(true);
Sprite spriteCrosshair;
Texture textureCrosshair = TextureHolder::GetTexture(
       ...