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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

Handling errors

There will always be problems and errors in every project you make. This is guaranteed! The tougher the problem, the more satisfying it is when you solve it. When, after hours of struggling, a new game feature finally bursts into life, it can cause a genuine high. Without this struggle, it would somehow be less worthwhile.

At some point in this book, there will probably be some struggle. Remain calm, be confident that you will overcome it, and then get to work.

Remember that whatever your problem, it is very likely you are not the first person in the world to have had this same problem. Think of a concise sentence that describes your problem or error and then type it into Google or ChatGPT. You will be surprised at the speed and precision of solving a problem this way as, often, someone else will have already solved your problem for you.

Having said that, here are a few pointers to get you started in case you are struggling with making this first chapter work.

Configuration errors

The most likely cause of problems in this chapter will be configuration errors. As you probably noticed during the process of setting up Visual Studio, SFML, and the project itself, there are an awful lot of filenames, folders, and settings that need to be just right. Just one wrong setting could cause one of several errors, whose text doesn’t make it clear exactly what is wrong.

If you can’t get the empty project with the black screen working, it might be easier to start again. Make sure all the filenames and folders are appropriate for your specific setup and then get the simplest part of the code running. This is the part where the screen flashes black and then closes. If you can get to that stage, then configuration is probably not the issue.

Compile errors

Compile errors are probably the most common errors we will experience going forward. Check that your code is identical to mine, especially semicolons on the ends of lines and subtle changes in upper- and lowercase for class and object names. If all else fails, open the code files in the download bundle and copy and paste it in.

While it is always possible that a code typo made it into this book, the code files were made from real working projects – they definitely work!

Link errors

Link errors are most likely caused by missing SFML .dll files. Did you copy all of them into the project folder?

Bugs

Bugs are what happen when your code works but not as you expect it to. Debugging can actually be fun. The more bugs you squash, the better your game and the more satisfying your day’s work will be. The trick to solving bugs is to find them early! To do this, I recommend running and playing your game every time you implement something new. The sooner you find the bug, the more likely the code causing it will be fresh in your mind. In this book, we will run the code to see the results at every possible stage.

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