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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

Running the game

If we run the game at this point, we still get the blank gray screen. This is because we are not drawing our VertexArray. In the next chapter, we will see how to draw the VertexArray twice to create a regular view as well as a mini map. We will achieve this by coding some classes to represent cameras or views of our game. For now, just add this highlighted line of code to the main function in Run.cpp just before the call to window.display:

// Temporary code until next chapter
window.draw(canvas, factory.m_Texture);
// Show the new frame.
window.display();

Now, if you run the game and look closely, very closely, in the top-left corner of the screen, you can just about see a tiny, static player graphic. I haven’t provided a screenshot because it is so tiny. Read on for a solution. You will also have noticed the short piece of music playing on a loop. If you prefer to work in silence while you test your code going forward, just delete these two lines...

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