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Procedural Content Generation for C++ Game Development

You're reading from   Procedural Content Generation for C++ Game Development Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
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Author (1):
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Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
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Table of Contents (13) Chapters Close

Preface 1. An Introduction to Procedural Generation FREE CHAPTER 2. Project Setup and Breakdown 3. Using RNG with C++ Data Types 4. Procedurally Populating Game Environments 5. Creating Unique and Randomized Game Objects 6. Procedurally Generating Art 7. Procedurally Modifying Audio 8. Procedural Behavior and Mechanics 9. Procedural Dungeon Generation 10. Component-Based Architecture 11. Epilogue Index

Creating a random player character

In Chapter 3, Using RNG with C++ Data Types, we gave our player random stats. Let's continue and develop the player object further. We'll give our player a random class, and use this to set an appropriate sprite and stats. We'll also give the player random traits that will buff certain stats.

Choosing a player class

Let's start by assigning the player a random class. The first step is to define an enumerator that will define the possible classes. We'll place this with the rest of the enumerators in Util.h:

// Player classes.
enum class PLAYER_CLASS {
  WARRIOR,
  MAGE,
  ARCHER,
  THIEF,
  COUNT
};

Now, in the constructor of the player class, we'll select one of these classes at random. To do this, we need to generate a number from 0 to 3, and use it as an index in the enumerator. We'll also create a variable to hold the selection in case we wish to use it later.

We'll start by declaring the variable in Player.h, as...

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