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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

Entity Component System pattern

We will now spend five minutes wallowing in the misery of an apparently unsolvable muddle. Then, we will see how the entity-component pattern comes to the rescue.

Why lots of diverse object types are hard to manage

In the previous projects, we coded a class for each object. We had classes such as Bat, Ball, Crawler, and Zombie. Then, in the update function, we would update them, and in the draw function, we would draw them. Each object decides how updating and drawing take place.

We could just get started and use this same structure for Run. It would work, but we are trying to learn something more manageable so that our games can grow in complexity.

Another problem with this approach is that we cannot take advantage of inheritance. For example, all the zombies, the bullets, and the player character from the zombie game draw themselves in an identical way, but unless we change how we do things, we will end up with three draw functions...

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