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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

Procedurally generating an enemy class


Now that the player is well and truly generated procedurally, let's apply some of this to the enemies. We currently have two main enemy classes, namely Slime and Humanoid. Slime is a simple slime enemy, but our humanoid class is here for us to expand upon. Currently, the class loads the sprites of a skeleton, but let's make it so that it can be a number of humanoid-like enemies; in our case, it will be either a goblin or a skeleton.

We could have made individual classes for these enemies, but since most of their code will be the same, it doesn't make sense. Instead, we have this ambiguous humanoid class that can take the form of a humanoid enemy. All that we need to do is change the sprite, and the way we distribute stats if we want them to play differently. From this we can create a great number of different enemies from a single class. We'll use this same approach on potions soon!

For now, we'll start by defining an enumerator in Util.h to denote the...

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