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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

Implementing the TextureHolder class

Thousands of zombies represent a new challenge. Loading, storing, and manipulating thousands of copies of three different zombie textures take up not only a lot of memory but also a lot of processing power. We will create a new type of class that overcomes this problem and allows us to store just one of each texture.

We will also code the class in such a way that there can only ever be one instance of it. This type of class is called a singleton.

Singleton is a design pattern. A design pattern is a way to structure our code that is proven to work.

Furthermore, we will also code the class so that it can be used anywhere in our game code directly through the class name, without access to an instance. This is a special type of class called a static class.

Coding the TextureHolder header file

Let’s make a new header file. Right-click Header Files in the Solution Explorer and select Add | New Item.... In the Add...

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