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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

Improving the game and code

Take a look at these suggested enhancements for the Timber!!! project. You can see the enhancements in action in the Runnable folder of the download bundle:

  • Speed up the code: There is a part of our code that is slowing down our game. It doesn’t matter for this simple game, but we can speed things up by putting the sstream code in a block that only executes occasionally. After all, we don’t need to update the score thousands of times a second!
  • Debugging console: Let’s add some more text so that we can see the current frame rate. As with the score, we don’t need to update this too often. Once every hundred frames will do.
  • Add more trees in the background: Simply add some more tree sprites and draw them in whatever position looks good (some nearer the camera, and some further away).
  • Improve the visibility of the HUD text: We can draw simple RectangleShape objects behind the score and the FPS counter...
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