Chapter 2. Object-Oriented Approach and Design in Games
In this chapter, we will cover the following recipes:
- Using classes for data encapsulation and abstraction
- Using polymorphism to reuse code
- Using copy constructors
- Using operator overloading to reuse operators
- Using function overloading to reuse functions
- Using files for input and output
- Creating your first simple text-based game
- Templates – when to use them