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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

Adding camera instances to the game

We will have two cameras, one for the main view of the game and one for our mini map.

Open the Factory.cpp file. Add the following two highlighted include directives to the top of the file.

#include "Factory.h"
#include "LevelUpdate.h"
#include "PlayerGraphics.h"
#include "PlayerUpdate.h"
#include "InputDispatcher.h"
#include "CameraUpdate.h"
#include "CameraGraphics.h"

Now add the following code for the first camera. Add all the camera code after the code that handles the player, at the very end (but inside) of the loadLevel function. Note that the first couple of lines are for both cameras; we will get to the second camera next. The regular full-screen camera is added first; otherwise, it would hide the mini-map camera.

// For both the cameras
const float width = float(VideoMode::getDesktopMode().width);
const float height = float(VideoMode::getDesktopMode(...
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