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...

Exploring SFML's Drawable class and OOP

The Drawable class has just one function. It has no variables either. Furthermore, its one and only function is pure virtual. This means that, if we inherit from Drawable, we must implement its one and only function. The purpose, as a reminder from Chapter 14, Abstraction and Code Management – Making Better Use of OOP, is that we can then use our class that inherits from drawable as a polymorphic type. Put more simply, anything that SFML allows us to do with a Drawable object, we will be able to do with our class that inherits from it. The only requirement is that we must provide a definition for the pure virtual function, draw.

Some classes that inherit from Drawable already include Sprite and VertexArray (among others). Whenever we have used Sprite or VertexArray, we passed them to the draw function of the RenderWindow class.

The reason that we have been able to draw every object we have ever drawn, in this entire book, is...