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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

Building an interactive menu

To get started, let’s see what the menu will look like to the player in its two possible states.

Figure 19.1: Two menu states

We can see the two possibilities in the previous image. On the left, the player is informed that they can press Esc to start or F1 to quit, and on the right, the player can see that they can press Esc to continue or F1 to quit. The reason for the subtle difference is that while the game is playing, they will also be able to pause by pressing Esc. When on either of the menu screens, F1 will always quit, but while the game is being played, F1 has no effect.

Coding the MenuUpdate class

Now, we will create a new class that will control our in-game menu. Create a new class called MenuUpdate derived from Update and a new class called MenuGraphics derived from Graphics.

Now, we can start coding. Add the following code to MenuUpdate.h:

#pragma once
#include "Update.h"
#include "InputReceiver...
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