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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! 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 – 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

Frequently asked questions

Q) The array solution for the clouds was more efficient. But do we really need three separate arrays, one for active, one for speed, and one for the sprite itself?

A) If we look at the properties/variables that various objects have, for example, sprite objects, we can see that they are numerous. Sprites have a position, color, size, rotation, and much more. But it would be just perfect if they had active, speed, and perhaps more as well. The problem is that the coders at SFML can’t possibly predict all the ways that we will want to use their Sprite class. Fortunately, we can make our own classes. We could make a class called Cloud that has a Boolean for active and an int for speed. We could even give our Cloud class an SFML Sprite object. We could then simplify our cloud code even further. We will look at designing our own classes in the next chapter.

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