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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch and get started building your very own games

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786466198
Length 520 pages
Edition 1st Edition
Languages
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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 (18) Chapters Close

Preface 1. C++, SFML, Visual Studio, and Starting the First Game FREE CHAPTER 2. Variables, Operators, and Decisions ā€“ Animating Sprites 3. C++ Strings, SFML Time, Player Input, and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions ā€“ Implementing Game Mechanics 5. Collisions, Sound, and End Conditions ā€“ Making the Game Playable 6. Object-Oriented Programming, Classes, and SFML Views 7. C++ References, Sprite Sheets, and Vertex Arrays 8. Pointers, the Standard Template Library, and Texture Management 9. Collision Detection, Pickups, and Bullets 10. Layering Views and Implementing the HUD 11. Sound Effects, File I/O, and Finishing the Game 12. Abstraction and Code Management ā€“ Making Better Use of OOP 13. Advanced OOP ā€“ Inheritance and Polymorphism 14. Building Playable Levels and Collision Detection 15. Sound Spatialization and HUD 16. Extending SFML Classes, Particle Systems, and Shaders 17. Before you go...

Controlling the game camera with SFML View


In my opinion, the SFML View class is one of the neatest classes. If after finishing this book you make games without using a media or gaming library, you will really notice the absence of View.

The View class allows us to consider our game as taking place in its own world, with its own properties. What do I mean? When we create a game, we are usually trying to create a virtual world. That virtual world rarely, if ever, is measured in pixels and rarely, if ever, will that world be exactly the same number of pixels as the player's monitor. We need a way to abstract the virtual world we are building, so that it can be whatever size or shape we like.

Another way to think of SFML View is as a camera through which the player views a part of our virtual world. Most games will have more than one camera or view of the world.

For example, consider a split screen game where two players can be in different parts of the same world, at different times.

Or consider...

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