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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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Table of Contents (18) Chapters Close

Preface 1. C++, SFML, Visual Studio, and Starting the First Game 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, 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 – Making Better Use of OOP 13. Advanced OOP – 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...

Chapter 7. C++ References, Sprite Sheets, and Vertex Arrays

In Chapter 4: Loops, Arrays, Switch, Enumerations, and Functions - Implementing Game Mechanics, we talked about scope. The concept that variables declared in a function or inner block of code only have scope (can be seen or used) in that function or block. Using only the C++ knowledge we have at the moment, this can cause a problem. What do we do if we need to work on a number of complex objects which are needed in main? This could imply that all the code must be in main.

In this chapter we will explore C++references which allow us to work on variables and objects that are otherwise out of scope. In addition, references will help us avoid having to pass large objects between functions, which is a slow process. It is a slow process because each time we do this, a copy of the variable or object must be made.

Armed with this new knowledge about references, we will take a look at the SFML VertexArray class that allows us to...

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