Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Procedural Content Generation for C++ Game Development

You're reading from   Procedural Content Generation for C++ Game Development Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library

Arrow left icon
Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
Arrow right icon
View More author details
Toc

Table of Contents (13) Chapters Close

Preface 1. An Introduction to Procedural Generation FREE CHAPTER 2. Project Setup and Breakdown 3. Using RNG with C++ Data Types 4. Procedurally Populating Game Environments 5. Creating Unique and Randomized Game Objects 6. Procedurally Generating Art 7. Procedurally Modifying Audio 8. Procedural Behavior and Mechanics 9. Procedural Dungeon Generation 10. Component-Based Architecture 11. Epilogue Index

The random potion class


For the biggest class update, we'll turn our attention to the potion class. This class currently has a fixed sprite and doesn't give the player anything. With the humanoid class, we can generate a random type and essentially create two different enemies from a single class. We're going to use this same approach for the potions.

Creating a random potion

To start, let's define an enumerator in Util.h that denotes all potion types. We'll create one for each stat, as follows:

// Potions.
enum class POTION {
  ATTACK,
  DEFENSE,
  STRENGTH,
  DEXTERITY,
  STAMINA,
  COUNT
};

To save a lot of typing, the potion class already has the member variables and the getter functions for each possible stat, we just need to use them. One thing that we will add is a variable to hold the potion type, and a function to return it. We'll need this information when picking the object up!

Let's declare the following in Potion.h:

public:
  /**
   * Gets the potion type.
   * @return The potion...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime