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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch and get started building your very own games

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786466198
Length 520 pages
Edition 1st Edition
Languages
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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 (18) Chapters Close

Preface 1. C++, SFML, Visual Studio, and Starting the First Game 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, Classes, and SFML Views 7. C++ References, Sprite Sheets, and Vertex Arrays 8. Pointers, the Standard Template Library, and Texture Management 9. Collision Detection, Pickups, and Bullets 10. Layering Views and Implementing the HUD 11. Sound Effects, File I/O, and Finishing the Game 12. Abstraction and Code Management – Making Better Use of OOP 13. Advanced OOP – Inheritance and Polymorphism 14. Building Playable Levels and Collision Detection 15. Sound Spatialization and HUD 16. Extending SFML Classes, Particle Systems, and Shaders 17. Before you go...

Building a particle system

Before we start coding, it will be helpful to see exactly what it is we are trying to achieve. Take a look at the following screenshot:

Building a particle system

This is a screenshot of the particle effect on a plain background. We will use the effect in our game.

The way we achieve the effect is as follows:

  1. Spawn 1,000 dots (particles), one on top of the other, at a chosen pixel position.
  2. In each frame of the game, move each of the 1,000 particles outward at a predetermined, but random, speed and angle.
  3. Repeat step two for two seconds and then make the particles disappear.

We will use a VertexArray to draw all the dots and the primitive type of Point to represent each particle visually. Furthermore, we will inherit from Drawable so that our particle system can take care of drawing itself.

Coding the Particle class

The Particle class will be a simple class that represents just one of the 1,000 particles. Let's get coding.

Coding Particle.h

Right-click Header Files in the Solution...

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