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 update components

As you might expect by now, we will code an UpdateComponent class that will inherit from the Component class. It will have all the functionality that every UpdateComponent will need and then we will code classes derived from UpdateComponent. These will contain functionality specific to individual objects in the game. For this game, we will have BulletUpdateComponent, InvaderUpdateComponent, and PlayerUpdateComponent. When you work on your own project and you want an object in the game that behaves in a specific unique manner, just code a new update-based component for it and you'll be good-to-go. Update-based components define behavior.

Coding the UpdateComponent class

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

#pragma once
#include "Component.h"
class UpdateComponent : public Component
{
private:
    string m_Type = "update";
 ...