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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

Adding clouds, a buzzing bee, and a tree

First, we will add a tree. This is going to be easy. The reason for this is because the tree doesn’t move. We will use the same procedure that we used in the previous chapter when we drew the background. In this next section, we will prepare our static tree sprite and our moving bee and cloud sprites. We can then focus separately on moving and drawing the bee and the clouds because they will need a bit more C++ knowledge to do so.

Preparing the tree

Add the following highlighted code. Notice the un-highlighted code, which is the code we have already written. This should help you identify that the new code should be typed immediately after we set the position of the background but before the start of the main game loop. We will recap what is going on in the new code after you have added it.

int main()
{
// Create a video mode object
VideoMode vm(1920, 1080);
// Create and open a window for the game
RenderWindow window(vm,...
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