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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

Summary

In this chapter, we learned that it is much more efficient to minimize the number of draw calls and that we can achieve this by using a single VertexArray for all the entities in our game, although we did also have a separate SFML Text instance on which we also called draw. Also, in this chapter, we coded our two cameras using our Entity Component pattern of an Update derived class and a Graphics derived class. Furthermore, we saw that these classes share data with each other to work effectively and that they also share data with the player-related classes.

We saw how we can add cameras in the factory, and by passing the required parameters like the appropriate Update and Graphics derived instances of other classes to the assemble functions, we can configure the cameras to behave as we like.

Now that our cameras are up and running, as well as our game logic that we added through the LevelUpdate class in Chapter 16, anything we add to the game now will bring instant...

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