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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 main function

What follows is all the code for the main function. It is also the entire game loop. There is no collision detection, no pause, start, or stop logic, no sprites or textures, no fonts or sounds, and only one line relates to handling input. In this project, everything, or almost everything, will be a game object. Cameras, fireballs, platforms, the player character, the menu, and even the game logic and the rain will be game objects. Exactly how this is achieved is explained over the course of the project, but a good overview will be given in the Entity Component System pattern section later in this chapter. For now, let’s make some progress with the code.

Add the following code to the run.cpp file in your project and we will then go through it one section at a time:

#pragma once
#include "SFML/Graphics.hpp"
#include <vector>
#include "GameObject.h"
#include "Factory.h"
#include "InputDispatcher.h"...
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