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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

Preparing the player (and other sprites)

Let’s add the code for the player’s sprite, as well as a few more sprites and textures at the same time. The following code adds a gravestone sprite for when the player gets squashed, an axe sprite to chop with, and a log sprite that can whiz away each time the player chops.

Notice that after the spritePlayer object, we also declare a side variable, playerSide, to keep track of where the player is currently standing. Furthermore, we add some extra variables for the spriteLog object, including logSpeedX, logSpeedY, and logActive, to store how fast the log will move and whether it is currently moving. The spriteAxe also has two related float constant variables to remember where the ideal pixel position is on both the left and the right.

Add this next block of code just before the while(window.isOpen()) code as we have done so often before. Note that all the code in this next listing is new, not just the highlighted code...

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