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 main function

Let's rename the TFL.cpp file that was autogenerated when the project was created to Main.cpp. Right-click the TFL file in the Solution Explorer and select Rename. Change the name to Main.cpp. This will be the file that contains our main function and the code that instantiates the Engine class.

Add the following code to Main.cpp:

#include "Engine.h"
int main()
{
    // Declare an instance of Engine
    Engine engine;
    // Start the engine VRRrrrrmmm
    engine.run();
    // Quit in the usual way when the engine is stopped
    return 0;
}

All we do is add an include directive for the Engine class, declare an instance of Engine, and then call its run function. Everything will be handled by the Engine class until the player quits and the execution returns to main and the return 0 statement.

That was easy. Now, we...