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...

Space Invaders ++

Have a look at the following three screenshots, which visually explain most of what we need to know about Space Invaders ++. Just in case you don't know already, Space Invaders is one of the earliest arcade games and was released in 1978. If you like a bit of history, you can read the Wikipedia Space Invaders game page here: https://en.wikipedia.org/wiki/Space_Invaders.

This first screenshot shows the simple starting screen of our game. For the purposes of discussing screens, which we'll do next, we will call this the select screen. The player has two choices to select from: quit or play. However, by the end of this chapter, you will know how to add and switch between as many screens as you like:

As you can see, in the preceding screenshot, there is a new feature we have not implemented before: clickable buttons. We will talk more about buttons and their counterparts, such as UI panels and screens, shortly.

The following...