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...

Reusing the code to make a different game and building a design mode

On a few occasions, we have already discussed  the possibility that this system we have coded can be reused to make a totally different game. I just thought it was worth giving this fact a full hearing.

The way that you would make a different game is as follows. I have already mentioned that you could code the appearance of game objects into new components that derive from the GraphicsComponent class and that you could code new behaviors into classes that derive from the UpdateComponent class.

Suppose you wanted a set of game objects that had overlapping behaviors; consider perhaps a 2D game where the enemy hunted the player and then shot at the player at a certain distance.

Maybe you could have an enemy type that got close to the player and fired a pistol at the player and an enemy type that took long distance shots at the player, like a sniper might.

You could code an EnemyShooterUpdateComponent...