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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

SFML Views – Starting the Zombie Shooter Game

In this project, we will be making even more use of OOP and to a powerful effect. We will also be exploring the SFML View class. This versatile class will allow us to easily divide our game into layers for different aspects of the game. In the Zombie Shooter project, we will have a layer for the heads-up display (HUD) and a layer for the main game. This is necessary because the game world expands each time the player clears a wave of zombies. Eventually, the game world will be bigger than the screen and will need to scroll. The use of the View class will prevent the text of the HUD from scrolling with the background.

This is what we will cover in this chapter:

  • Planning and starting the Zombie Arena game
  • OOP and the Zombie Arena project
  • Building the player – the first class
  • Controlling the game camera with SFML View
  • Starting the Zombie Arena game engine
  • Managing the code files
  • ...
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