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 graphics components

The Space Invaders ++ game will only have one specific type of graphics component. It is called StandardGraphicsComponent. As with the collider components, we will implement a base GraphicsComponent class to make it easy to add other graphics-related components, should we wish. For example, in the classic arcade version of Space Invaders, the invaders flapped their arms up and down with two frames of animation. Once you see how StandardGraphicsComponent works, you will be able to easily code another class (perhaps AnimatedGraphicsComponent) that draws itself with a different Sprite instance every half a second or so. You could also have a graphics component that has a shader (perhaps ShaderGraphicsComponent) for fast and cool effects. There are more possibilities besides these.

Coding the GraphicsComponent class

Create a new header file in the Header Files/GameObjects filter called GraphicsComponent.h and add the following code:

#pragma once...