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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

Frequently Asked Questions

Q) Why do we set the bee to inactive when it gets to -100? Why not just zero because zero is the left-hand side of the window?

A) The bee graphic is 60 pixels wide and its origin is at the top left pixel. As a result, when the bee is drawn with its origin at x equals zero, the entire bee graphic is still on screen for the player to see. By waiting until it is at -100, we can be sure it is out of the player’s view.

Q) How do I know how fast my game loop is?

A) If you have a modern NVIDIA graphics card you might be able to already by configuring your GeForce Experience overlay to show the frame rate. To measure this explicitly using our own code, however, we will need to learn a few more things. We will add the ability to measure and display the current frame rate in Chapter 5, Collisions, Sound, and End Conditions: Making the Game Playable.

Q) What is the difference between the assignment operator, =, and the equality operator, ==,...

You have been reading a chapter from
Beginning C++ Game Programming - Third Edition
Published in: May 2024
Publisher: Packt
ISBN-13: 9781835081747
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