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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...

Designing some levels

Remember our sprite sheet that we introduced in Chapter 12, Abstraction and Code Management - Making Better Use of OOP. Here it is again, annotated with numbers that represent each tile that we will build our levels from:

Designing some levels

I placed the screenshot on a gray background so you could see clearly the different details of the sprite sheet. The checkered background represents the level of transparency. So, all of the tiles except for number 1 will reveal at least a little of the background behind them:

  • Tile 0 is completely transparent and will be used to fill in the gaps where there aren't any other tiles
  • Tile 1 is for the platforms that Thomas and Bob will walk on
  • Tile 2 is for fire tiles and tile 3 is for water tiles
  • Tile 4 you might need to look quite closely to see. It has a white, square outline. This is the goal of the level where Thomas and Bob must get to together.

Keep this screenshot in mind as we discuss designing the levels.

We will enter combinations of...

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