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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 camera classes

We will have two cameras in our game, and each will have an Update derived class and a Graphics derived class. The CameraUpdate class will handle movement to follow the player and interaction with the operating system via an InputReceiver instance. The CameraGraphics class will handle all the drawing by referring to the data in CameraUpdate and holding a copy of the texture atlas, the RenderWindow instance, and an SFML Text object. Later, in Chapter 21, we will introduce a couple more features (and draw calls) to add a parallax background and a neat shader effect.

Coding the CameraUpdate class

Create two new classes to represent the cameras: CameraUpdate, which has a base class of Update, and CameraGraphics, which has a base class of Graphics. As we are coming to expect, these classes will be wrapped/composed in a GameObject instance for use in our game loop.

Add the following code to the CameraUpdate.h file:

#pragma once
#include "Update...
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