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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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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts
2. C++ Concepts FREE CHAPTER 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

Moving the enemy

To update the enemy's movement, we will add a tick function that will be called by the rigid body world. In this tick function, we will update the position of the enemy so that the enemy cube moves from the right of the screen to the left. We will also check whether the enemy has gone beyond the left-hand side of the screen.

If it has, then we will reset its position to the right of the screen. To do so, follow these steps:

  1. In this update function, we will also update our gameplay logic and scoring, as well as how we check for contact between the sphere and the enemy and the sphere and the ground. Add the tick function callback prototype to the top of the Main.cpp file, as follows:
   void myTickCallback(btDynamicsWorld *dynamicsWorld, 
btScalar timeStep);
  1. In the TickCallback function, update the position of the enemy, as follows:
void myTickCallback...
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