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...

C++ assertions

In this project, we will be using C++ assertions. As usual, there is more to this topic than we will discuss here, but we can still do some useful things with just an introduction.

We can use the #define preprocessor statement in a class to define a value for the entire project. We do so with the following code:

#define debuggingOnConsole

This code would be written at the top of a header file. Now, throughout the project, we can write code like the following:

#ifdef debuggingOnConsole
    // C++ code goes here
#endif

The #ifdef debuggingOnConsole statement checks whether the #define debuggingOnConsole statement is present. If it is, then any C++ code up to the #endif statement will be included in the game. We can then choose to comment out the #define statement to switch our debugging code on or off.

Typically, we will include code such as the following in the #ifdef blocks:

#ifdef debuggingOnConsole     ...