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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 ā€“ Animating Sprites 3. C++ Strings, SFML Time, Player Input, and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions ā€“ Implementing Game Mechanics 5. Collisions, Sound, and End Conditions ā€“ 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 ā€“ Making Better Use of OOP 13. Advanced OOP ā€“ 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...

Making the bullets fly


We will make the bullets usable with the following six steps:

  1. Add the necessary include directive for the Bullet class.

  2. Add some control variables and an array to hold some Bullet instances.

  3. Handle the player pressing R to reload.

  4. Handle the player pressing the left mouse button to fire a bullet.

  5. Update all bullets that are in flight, in each frame.

  6. Draw the bullets that are in flight, in each frame.

Including the Bullet class

Add the include directive to make the Bullet class available:

#include "stdafx.h" 
#include <SFML/Graphics.hpp> 
#include "ZombieArena.h" 
#include "Player.h" 
#include "TextureHolder.h" 
#include "Bullet.h"
using namespace sf;

Let's move on to the next step.

Control variables and the bullet array

Here are some variables to keep track of bullets, clip sizes, bullets spare/remaining, bullets in the clip, the current rate of fire (starting at one per second), and the time when the last bullet was fired.

Add the highlighted...

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