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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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Toc

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...

Starting coding the main game loop


As you can see, the last part of the previous code is the game loop, while (window.isOpen()){}. It is this that we turn our attention to now. Specifically, we will be coding the input-handling section of the game loop.

The next code that we will add is quite long. There is nothing complicated about it, and we will examine it all in a minute.

Add the highlighted code only, which is shown in the following code, into the main game loop:

// The main game loop 
while (window.isOpen()) 
{ 
   /*
   ************
   Handle input
   ************
   */   

   // Handle events by polling   
   Event event;
   while (window.pollEvent(event))
   {
     if (event.type == Event::KeyPressed)
     {
        // Pause a game while playing
        if (event.key.code == Keyboard::Return &&
           state == State::PLAYING)
        {
           state = State::PAUSED;
        }
        // Restart while paused
        else if (event.key.code == Keyboard::Return &&amp...
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