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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch and get started building your very own games

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786466198
Length 520 pages
Edition 1st Edition
Languages
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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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Toc

Table of Contents (18) Chapters Close

Preface 1. C++, SFML, Visual Studio, and Starting the First Game 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, Classes, and SFML Views 7. C++ References, Sprite Sheets, and Vertex Arrays 8. Pointers, the Standard Template Library, and Texture Management 9. Collision Detection, Pickups, and Bullets 10. Layering Views and Implementing the HUD 11. Sound Effects, File I/O, and Finishing the Game 12. Abstraction and Code Management – Making Better Use of OOP 13. Advanced OOP – Inheritance and Polymorphism 14. Building Playable Levels and Collision Detection 15. Sound Spatialization and HUD 16. Extending SFML Classes, Particle Systems, and Shaders 17. Before you go...

Structuring the Thomas Was Late code

One of the problems that has been quite pronounced in both projects so far is how long and unwieldy the code gets. OOP allows us to break our projects up into logical and manageable chunks called classes.

We will make a big improvement to the manageability of the code in this project with the introduction of an Engine class. Among other functions, the Engine class will have three private functions. They are input, update, and draw. This should sound very familiar. Each of these functions will hold a chunk of the code that was previously all in the main function. Each of these functions will be in a code file of its own, Input.cpp, Update.cpp, and Draw.cpp respectively.

There will also be one public function in the Engine class, which can be called with an instance of Engine. This function is run and will be responsible for calling input, update, and draw, once for each frame of the game:

Structuring the Thomas Was Late code

Furthermore, because we have abstracted the major parts of...

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