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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Toc

Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts FREE CHAPTER
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Game loop and scoring

Let's wrap this up by adding scoring and finishing the game loop:

  1. Along with the grounded Boolean, add another Boolean and check for gameover. After doing this, add an int called score and initialize it to 0 at the top of the main.cpp file, as follows:
GLuint sphereTexture, groundTexture; 
 
bool grounded = false; 
bool gameover = true; 
int score = 0; 
 
  1. Next, in the tick function, the enemy should only move when the game is not over. So we wrap the update for the position of the enemy inside an if statement to check whether or not the game is over. If the game is not over, then we update the position of the enemy, as follows:
void myTickCallback(btDynamicsWorld *dynamicsWorld, btScalar timeStep) { 
 
   if (!gameover) { 
 
         // Get enemy transform 
         btTransform t(enemy->rigidBody->getWorldTransform()); 
 
 
         // Set...
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