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...

Collision detection and scoring

Unlike in the Timber!!! game when we simply checked whether a branch in the lowest position was on the same side as the player's character, in this game, we will need to mathematically check for the intersection of the ball with the bat or the ball with any of the four sides of the screen.

Let's look at some hypothetical code that would achieve this so that we understand what we are doing. Then, we will turn to SFML to solve the problem for us.

The code for testing the intersection of two rectangles would look something like this. Don't use the following code. It is for demonstration purposes only:

if(objectA.getPosition().right > objectB.getPosition().left
    && objectA.getPosition().left < objectB.getPosition().right )
{    
    // objectA is intersecting objectB on x axis    
    // But they could be at different heights...