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...

Getting started with functions

What exactly are C++ functions? A function is a collection of variables, expressions, and control flow statements (loops and branches). In fact, any of the code we have learned about in this book so far can be used in a function. The first part of a function that we write is called the signature. Here is an example function signature:

void shootLazers(int power, int direction);

If we add an opening and closing pair of curly braces {...} along with some code that the function performs, we will have a complete function, that is, a definition:

void shootLazers(int power, int direction)
{
    // ZAPP!
}

We could then use our new function from another part of our code, perhaps like this:

// Attack the player
shootLazers(50, 180) // Run the code in the function
// I'm back again - code continues here after the function ends

When we use a function, we say that we call it. At the point where we call shootLazers, our...