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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...

Building the LevelManager class

It will take several phases of coding to make our level designs work. The first thing we will do is code the LevelManager header file. This will allow us to look at and discuss the member variables and functions that will be in the LevelManger class.

Next, we will code the LevelManager.cpp file, which will have all the function definitions in it. As this is a long file, we will break it up into several sections, to code and discuss them.

Once the LevelManager class is complete, we will add an instance of it to the game engine (Engine class). We will also add a new function to the Engine class, loadLevel, which we can call from the update function whenever a new level is required. The loadLevel function will not only use the LevelManager instance to load the appropriate level but it will also take care of aspects such as spawning the player characters and preparing the clock.

As already mentioned, let's get an overview of LevelManager by coding the LevelManager...

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