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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

Handling death

Every game must end badly, with either the player running out of time (which we have already handled) or getting squashed by a branch. The mayfly is an aquatic creature that lives anywhere between a few hours and a few days. Playing the Timber!!! game is like being a mayfly in a hurry – you’re either running out of time or feeling the branch of destiny squashing your hopes! Our hero in the Timber!!! game may only last a few seconds, and even an experienced player will struggle to last more than a few minutes.

Fortunately, detecting the player getting squashed is really simple. All we want to know is whether the last branch in the branchPositions array equals playerSide. If it does, the player is dead.

Add the highlighted code that detects this, and then we will discuss everything we need to do when the player is squashed:

    // Handle a flying log                
    if (logActive)
    {
        spriteLog.setPosition(
            spriteLog...
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