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...

Chapter 16: Building Playable Levels and Collision Detection

This chapter will probably be one of the most satisfying chapters of this project. The reason for this is that, by the end of it, we will have a playable game. Although there will still be features to implement (sound, particle effects, the HUD, and shader effects), Bob and Thomas will be able to run, jump, and explore the world. Furthermore, you will be able to create your very own level designs of any size or complexity by simply making platforms and obstacles in a text file.

We will achieve all this by covering the following topics:

  • Exploring how to design levels in a text file
  • Building a LevelManager class that will load levels from a text file, convert them into data that our game can use, and keep track of the level details such as spawn position, current level, and allowed time limit
  • Updating the game engine to use LevelManager
  • Coding a polymorphic function to handle collision detection for...