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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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Toc

Table of Contents (18) Chapters Close

Preface 1. C++, SFML, Visual Studio, and Starting the First Game FREE CHAPTER 2. Variables, Operators, and Decisions ā€“ Animating Sprites 3. C++ Strings, SFML Time, Player Input, and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions ā€“ Implementing Game Mechanics 5. Collisions, Sound, and End Conditions ā€“ 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 ā€“ Making Better Use of OOP 13. Advanced OOP ā€“ 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...

Collision detection

We will handle collision detection using rectangle intersection and the SFML intersects function. What will be different in this project is that we will abstract the collision detection code into its own function and Thomas and Bob, as we have already seen, have multiple rectangles (m_Head, m_Feet, m_Left, m_Right) that we need to check for collisions.

Coding the detectCollisions function

To be clear, this function is part of the Engine class. Open up the Engine.h file and add a declaration for a function called detectCollisions. This is shown highlighted in the following code snippet:

   // Private functions for internal use only 
   void input(); 
   void update(float dtAsSeconds); 
   void draw(); 
 
   // Load a new level 
   void loadLevel(); 
 
   // Run will call all the private functions
   bool detectCollisions(PlayableCharacter& character); 
    
public: 
   // The Engine constructor 
   Engine(); 

Notice from the signature that the detectCollision function...

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