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 the PlayableCharacter class

Now that we know the basics of inheritance, polymorphism, and pure virtual functions, we will put them to use. We will build a PlayableCharacter class that has most of the functionality that any character from our game is going to need. It will have one pure virtual function, known as handleInput. The handleInput function will need to be quite different in the sub-classes, so this makes sense.

As PlayableCharacter will have a pure virtual function, it will be an abstract class and no objects of it will be possible. We will then build the Thomas and Bob classes, which will inherit from PlayableCharacter, implement the definition of the pure virtual function, and allow us to instantiate Bob and Thomas objects in our game. It will not be possible to instantiate a PlayableCharacter instance directly, but we wouldn't want to because it is too abstract anyway.

Coding PlayableCharacter.h

As usual when creating a class, we will start off...