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 GameObjectFactoryPlayMode class

Now, we will code our factory, which will construct working game objects from the GameObject class and all the component related classes that we coded in the previous chapter. We will make extensive use of smart pointers, so we don't have to worry about deleting memory when we have finished with it.

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

#pragma once
#include "GameObjectBlueprint.h"
#include "GameObject.h"
#include <vector>
class GameObjectFactoryPlayMode {
public:
    void buildGameObject(GameObjectBlueprint& bp, 
        std::vector <GameObject>& gameObjects);
};

The factory class has just one function, buildGameObject. We have already seen the code that calls this function in the previous code we wrote for the PlayModeObjectLoader class. The function...