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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

Timing

Before we can move the bee and the clouds, we need to consider timing. As we already know, the main game loop executes repeatedly until the player presses the Escape key.

We have also learned that C++ and SFML are exceptionally fast. In fact, my modest laptop executes a simple game loop (like the current one) at around five thousand times per second. With this in mind, let’s discuss the problem of making the rate at which each frame of animation is shown consistent and predetermined.

The frame rate problem

Let’s consider the speed of the bee. For discussion, we could pretend that we are going to move it at 200 pixels per second. On a screen that is 1920 pixels wide, it would take, approximately, 10 seconds to cross the entire width, because 10 x 200 is 2000 (near enough to 1920).

Furthermore, we know that we can position any of our sprites with setPosition(...,...). We just need to put the x and y coordinates in the parentheses.

In addition...

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