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...

The structure of the file I/O and factory classes

Have a look at the following diagram, which gives an overview of the classes we will code in this chapter and how the vector of GameObject instances will be shared with the ScreenManager class that we coded in Chapter 19, Game Programming Design Patterns – Starting the Space Invaders ++ Game:

The preceding diagram shows that there is a vector of GameObject instances that's shared between four classes. This is achieved by passing the vector between the functions of the classes by reference. Each class can then carry out its role with the vector and its contents. The ScreenManager class will trigger the LevelManager class when a new level needs to be loaded into the vector. The individual Screen classes and their InputHandler-derived classes, as we saw in Chapter 19, Game Programming Design Patterns – Starting the Space Invaders ++ Game, have access to ScreenManager via ScreenManagerRemoteControl...