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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

SFML vertex arrays and sprite sheets

We are nearly ready to implement the scrolling background. We just need to learn about SFML vertex arrays and sprite sheets.

What is a sprite sheet?

A sprite sheet is a set of images, either frames of animation or individual graphics, contained in one image file. Take a closer look at this sprite sheet, which contains four separate images that will be used to draw the background in our Zombie Arena game:

Figure 9.1: Sprite sheet

SFML allows us to load a sprite sheet as a regular texture, in the same way we have done for every texture in this book so far. When we load multiple images as a single texture, the GPU can handle it much more efficiently.

A modern PC could handle these four textures without using a sprite sheet. It is worth learning these techniques, however, as our games are going to start getting progressively more demanding on our hardware.

You could also refer to the sprite sheet as a texture atlas...

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