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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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Toc

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

Drawing the game’s background

Now, we will get to see some graphics in our game. What we need to do is create a sprite. The first one we will create will be the game background. We can then draw it in between clearing the window and displaying/flipping it.

Preparing the sprite using a texture

The SFML RenderWindow class allowed us to create our window object, which took care of all the functionality that our game’s window needs.

We will now look at two more SFML classes that will take care of drawing sprites to the screen. One of these classes, perhaps unsurprisingly, is called Sprite. The other class is called Texture. A texture is a graphic stored in video memory, on the graphics processing unit (GPU).

An object that’s made from the Sprite class needs an object made from the Texture class to display itself as an image. Add the following highlighted code. Try and work out what is going on as well. Then, we will go through it, a line at a time:

int main()
{
// Create a video mode object VideoMode vm(1920, 1080);
// Create and open a window for the game
RenderWindow window(vm,"Timber!!!", Style::Fullscreen);
// Create a texture to hold a graphic on the GPU Texture textureBackground;
// Load a graphic into the texture textureBackground.loadFromFile("graphics/background.png");
// Create a sprite Sprite spriteBackground;
// Attach the texture to the sprite spriteBackground.setTexture(textureBackground);
// Set the spriteBackground to cover the screen spriteBackground.setPosition(0,0);
while (window.isOpen())
{

A point worth noting is that this code comes before the loop because it only needs to happen once. First, we create an object called textureBackground from the SFML Texture class:

Texture textureBackground;

Once this is done, we can use the textureBackground object to load a graphic from our graphics folder into textureBackground, like this:

textureBackground.loadFromFile("graphics/background.png");

We only need to specify graphics/background as the path is relative to the Visual Studio working directory where we created the folder and added the image.

Next, we create an object called spriteBackground from the SFML Sprite class with this code:

Sprite spriteBackground;

Then, we can associate the Texture object (backgroundTexture) with the Sprite object (backgroundSprite), like this:

spriteBackground.setTexture(textureBackground);

Finally, we can position the spriteBackground object in the window object at the 0,0 coordinates – the top-left corner:

spriteBackground.setPosition(0,0);

Since the background.png graphic in the graphics folder is 1,920 pixels wide by 1,080 pixels high, it will neatly fill the entire screen. Just note that this previous line of code doesn’t show the sprite. It just sets its position, ready for when it is shown.

The backgroundSprite object can now be used to display the background graphic.

Of course, you are almost certainly wondering why we had to do things in such a convoluted way. The reason is because of the way that graphics cards and OpenGL work.

Textures take up graphics memory, and this memory is a finite resource. Furthermore, the process of loading a graphic into the GPU’s memory is very slow – not so slow that you can watch it happen or that you will see your PC noticeably slow down while it is happening, but slow enough that you can’t do it every frame of the game loop. So, it is useful to disassociate the texture (textureBackground) from any code that we will manipulate during the game loop.

As you will see when we start to move our graphics, we will do so using the sprite. Any objects that are made from the Texture class will sit happily on the GPU, just waiting for an associated Sprite object to tell it where to show itself. In later projects, we will also reuse the same Texture object with multiple different Sprite objects, which makes efficient use of GPU memory.

In summary, we can state the following:

  • Textures are very slow to load onto the GPU.
  • Textures are very fast to access once they are on the GPU.
  • We associate a Sprite object with a texture.
  • We manipulate the position and orientation of Sprite objects (usually in the Update the scene section).
  • We draw the Sprite object, which, in turn, displays the Texture object that is associated with it (usually in the Draw the scene section).

So, all we need to do now is use our double buffering system, which is provided by our window object, to draw our new Sprite object (spriteBackground), and we should get to see our first graphics in action.

Double buffering the background sprite

Finally, we need to draw that sprite and its associated texture in the appropriate place in the game loop.

Note that when I present code that is all from the same block, I don’t add the indentations because it lessens the instances of line wraps in the text of the book. The indenting is implied. Check out the code file in the download bundle to see the full use of indenting.

Add the following highlighted code:

/*
**************************************** Draw the scene
****************************************
*/
// Clear everything from the last run frame window.clear();
// Draw our game scene here
window.draw(spriteBackground);
// Show everything we just drew window.display();

The new line of code simply uses the window object to draw the spriteBackground object, in between clearing the display and showing the newly drawn scene.

We now know what a sprite is, that we can associate a texture with it and then position it on the screen, and finally, draw it. The game is ready to be run again so that we can see the results of this code.

Running the game

If we run the program now, we will see the first signs that we have a real game in progress:

A green field with trees in the background

Description automatically generated

Figure 1.26: Running the game

It’s not going to get Game of the Year in its current state, but we are on the way at least!

Let’s look at some of the things that might go wrong in this chapter and as we proceed through this book.

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