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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! FREE CHAPTER 2. Variables, Operators, and Decisions: Animating Sprites 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

Collision Detection, Pickups, and Bullets

So far, we have implemented the main visual aspects of our game. We have a controllable character running around in an arena full of zombies that chase them. The problem is that they don’t interact with each other. A zombie can wander right through the player without leaving a scratch. We need to detect collisions between the zombies and the player.

If the zombies are going to be able to injure and eventually kill the player, it is only fair that we give the player some bullets for their gun. We will then need to make sure that the bullets can hit and kill the zombies.

At the same time, if we are writing collision detection code for bullets, zombies, and the player, it would be a good time to add a class for health and ammo pickups as well.

Here is what we will do and the order in which we will cover things in this chapter:

  • Coding the Bullet class
  • Making the bullets fly
  • Giving the player a crosshair...
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