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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

Playing the rest of the sounds

Now, we will add the rest of the calls to the play function. We will address each of them individually, as pinpointing exactly where they go in the code is crucial to using them at the right moment.

Adding sound effects while the player is reloading

Add the following highlighted code in three specific locations to trigger the appropriate reload or reloadFailed sound when the player presses the R key to attempt reloading their gun:

Tif (state == State::PLAYING)
{
    // Reloading
    if (event.key.code == Keyboard::R)
    {
        if (bulletsSpare >= clipSize)
        {
            // Plenty of bullets. Reload.
            bulletsInClip = clipSize;
            bulletsSpare -= clipSize;       
            reload.play();
        }
        else if (bulletsSpare > 0)
        {
            // Only few bullets left
            bulletsInClip = bulletsSpare;
            bulletsSpare = 0;               
            reload.play();
        }
...
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