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...

Playing sounds

Open the LoadLevel.cpp file and add the call to the new populateEmitters function, as highlighted in the following code:

void Engine::loadLevel()
{
    m_Playing = false;
    // Delete the previously allocated memory
    for (int i = 0; i < m_LM.getLevelSize().y; ++i)
    {
        delete[] m_ArrayLevel[i];
    }
    delete[] m_ArrayLevel;
    // Load the next 2d array with the map for the level
    // And repopulate the vertex array as well
    m_ArrayLevel = m_LM.nextLevel(m_VALevel);
    // Prepare the sound emitters
    populateEmitters(m_FireEmitters, m_ArrayLevel);
    // How long is this new time limit
    m_TimeRemaining = m_LM.getTimeLimit();
   ...