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Procedural Content Generation for C++ Game Development

You're reading from   Procedural Content Generation for C++ Game Development Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
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Author (1):
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Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
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Table of Contents (13) Chapters Close

Preface 1. An Introduction to Procedural Generation FREE CHAPTER 2. Project Setup and Breakdown 3. Using RNG with C++ Data Types 4. Procedurally Populating Game Environments 5. Creating Unique and Randomized Game Objects 6. Procedurally Generating Art 7. Procedurally Modifying Audio 8. Procedural Behavior and Mechanics 9. Procedural Dungeon Generation 10. Component-Based Architecture 11. Epilogue Index

Implementing A* in the game


Now that we have the function that can calculate the shortest path, we need to incorporate this behavior into the game.

Enabling the enemy to follow a path

We now need to make the enemies follow the vector of target locations that the pathfinding algorithm generates. We need the enemy to constantly follow this path, so we'll override its base classes' Update function, as it's called during every game's tick. The code that will do this is fairly simple; if there is a location in the vector, move towards it at a fixed pace. When the position is reached, we simply remove it from the vector. When the vector is empty, we know that the enemy has reached its goal.

We'll start by adding the function declaration to Enemy.h:

public:
/**
 * Overrides the default Update function in Enemy
 */
void Update(float timeDelta) override;

Now we can add the code to follow the path. Like we just said, if there is a value in the vector of the target positions, move towards it at a fixed...

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