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...

Summary

In this chapter, we learned that a variable is a named storage location in memory in which we can keep values of a specific type. The types include int, float, double, bool, String, and char.

We can declare and initialize all of the variables we need to store the data for our game. Once we have our variables, we can manipulate them using the arithmetic and assignment operators, as well as use them in tests with the logical operators. Used in conjunction with the if and else keywords, we can branch our code depending on the current situation in the game.

Using all of this new knowledge, we animated some clouds and a bee. In the next chapter, we will use these skills some more to add a Heads Up Display (HUD) and add more input options for the player, as well as represent time visually using a time-bar.