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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...

Making decisions with switch

We have already seen if, which allows us to make a decision whether to execute a block of code based upon the result of its expression. Sometimes a decision in C++ can be better made in other ways.

When we have to make a decision based on a clear list of possible outcomes, which doesn't involve complex combinations or wide ranges of values, then switch is usually the way to go. We start a switch decision as we can see in the following code:

switch(expression) 
{ 
 
   // More code here 
} 

In the previous example, expression could be an actual expression or just a variable. Then, within the curly braces, we can make decisions based on the result of the expression or the value of the variable. We do this with the case and break keywords:

case x: 
    //code to for x 
    break; 
  
case y: 
    //code for y 
    break; 

You can see in the previous abstract example that, each case states a possible result and each break denotes the end of that case and the point...

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