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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

Coding the platforms

To get started, create the two classes we will need first in this chapter. They are PlatformUpdate, which extends Update, and PlatformGraphics, which extends Graphics. We already have the player-related classes, and we will add more code to them once we are done with the platforms. We will, however, need an Animator class that will control the animations of the player, and later in the project, it will also control the animations of the fireballs. Feel free to create an empty Animator class now or wait until we code it.

Coding the PlatformUpdate class

Most of what the platform will do is handle collisions with the player. If the player’s feet are touching the top of the platform, then they should not be able to pass through. If the right side of the player touches the left side of the platform, then it should not pass through, and so on. This next image shows a representation of what the PlatformUpdate class will achieve.

Figure 18.1: Platform...

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