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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

Running the game

Now our cameras are drawing the VertexArray to the screen and we can delete the extra line of code we added temporarily in the main function. Delete the following code from Run.cpp:

// Temporary code until next chapter
window.draw(canvas, factory.m_Texture);
…

Now we can run the game and see the cameras in action.

Figure 17.2: Cameras in action

In the preceding image, you can see the player correctly positioned and scaled.

Also, if you scroll the mouse wheel, you can see the mini map zooming in and out, although there isn’t much to see in it yet.

In the next chapter, we will add the platforms, and then after that, in the same chapter, we can add animation and keyboard controls to the player. Remember, the InputReceiver instance in the PlayerUpdate class is already receiving all the events; we just need to respond to them.

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