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...

Coding the collider components

The Space Invaders ++ game will only have one simple type of collider. It will be a rectangular box around the object, just like those we had in the Zombie Apocalypse and Pong games. However, it is easily conceivable that you might need other types of collider; perhaps a circle-shaped collider or a non-encompassing collider such as those we used for the head, feet, and sides of Thomas and Bob back in the Thomas Was Late game.

For this reason, there will be a base ColliderComponent class (that inherits from Component) which will handle the basic functionality of all the colliders, as well as RectColliderComponent, which will add the specific functionality of an all-encompassing rectangle-shaped collider. New collider types can then be added as required for the game being developed.

What follows is the base class to the specific collider, ColliderComponent.

Coding the ColliderComponent class

Create a new header file in the Header Files/GameObjects...