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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...

Abstract classes - virtual and pure virtual functions

An abstract class is a class that cannot be instantiated and therefore cannot be made into an object.

Tip

Some terminology we might like to learn here is concrete class. A concrete class is any class that isn't abstract. In other words, all the classes we have written so far have been concrete classes and can be instantiated into usable objects.

So, it's code that will never be used, then? But that's like paying an architect to design your home and then never building it!

If we, or the designer of a class, want to force its users to inherit it before using their class, they can make a class abstract. Then, we cannot make an object from it; therefore, we must extend it first and make an object from the sub-class.

To do so, we can make a function pure virtual and not provide any definition. Then that function must be overridden (re-written) in any class that extends it.

Let's look at an example; it will help. We make a class...

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