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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch by building fun games

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781835081747
Length 648 pages
Edition 3rd Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (24) Chapters Close

Preface 1. Welcome to Beginning C++ Game Programming Third Edition! 2. Variables, Operators, and Decisions: Animating Sprites FREE CHAPTER 3. C++ Strings, SFML Time: Player Input and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions: Implementing Game Mechanics 5. Collisions, Sound, and End Conditions: Making the Game Playable 6. Object-Oriented Programming – Starting the Pong Game 7. AABB Collision Detection and Physics – Finishing the Pong Game 8. SFML Views – Starting the Zombie Shooter Game 9. C++ References, Sprite Sheets, and Vertex Arrays 10. Pointers, the Standard Template Library, and Texture Management 11. Coding the TextureHolder Class and Building a Horde of Zombies 12. Collision Detection, Pickups, and Bullets 13. Layering Views and Implementing the HUD 14. Sound Effects, File I/O, and Finishing the Game 15. Run! 16. Sound, Game Logic, Inter-Object Communication, and the Player 17. Graphics, Cameras, Action 18. Coding the Platforms, Player Animations, and Controls 19. Building the Menu and Making It Rain 20. Fireballs and Spatialization 21. Parallax Backgrounds and Shaders 22. Other Books You May Enjoy
23. Index

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   
   
    if(objectA.getPosition().top < objectB.getPosition().bottom      ...
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