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...

OOP and the Zombie Arena project

The initial problem we are faced with is the complexity of the current project. Let's consider that there is just a single zombie; here is what we need to make it function in the game:

  • Its horizontal and vertical position
  • Its size
  • The direction it is facing
  • A different texture for each zombie type
  • A Sprite
  • A different speed for each zombie type
  • A different health for each zombie type
  • Keeping track of the type of each zombie
  • Collision detection data
  • Its intelligence (to chase the player), which is slightly different for each type of zombie
  • An indication of whether the zombie is alive or dead

This suggests perhaps a dozen variables for just one zombie, and entire arrays of each of these variables will be required for managing a zombie horde. But what about all the bullets from the machine gun, the pick-ups, and the different level-ups? The simple Timber!!! and Pong games also started to get...