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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 Bullet class

We will use the SFML RectangleShape class to visually represent a bullet. We will code a Bullet class that has a RectangleShape member, as well as other member data and functions. Then, we will add bullets to our game in a few steps, as follows:

  1. First, we will code the Bullet.h file. This will reveal all the details of the member data and the prototypes for the functions.
  2. Next, we will code the Bullet.cpp file, which, of course, will contain the definitions for all the functions of the Bullet class. As we step through this, I will explain exactly how an object of the Bullet type will work and be controlled.
  3. Finally, we will declare a whole array full of bullets in the main function. We will also implement a control scheme for shooting, managing the player’s remaining ammo, and reloading.

Let’s get started with step 1.

Coding the Bullet header file

To make the new header file, right-click Header Files in...

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