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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

Sound, Game Logic, Inter-Object Communication, and the Player

In this chapter, we will quickly implement our game’s sound. We have done this before, so it won’t be hard. In fact, in just half a dozen lines of code, we will also add music playing to our sound features. Later in the project (but not in this chapter), we will add directional (spatialized) sound. This time, however, we will wrap all our sound-related code into a single class called SoundEngine. Once we have some noise, we will then move on to get started on the player. We will achieve the entire player character functionality just by adding two classes: one that extends Update and one that extends Graphics. This creation of new game objects by extending these two classes will be how we do almost everything else for the entire game. We will also see the simple way that objects communicate with each other using pointers. The completed code for this chapter can be found in the Run2 folder.

In a nutshell...

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