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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch by building fun games

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781835081747
Length 648 pages
Edition 3rd Edition
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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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Table of Contents (24) Chapters Close

Preface 1. Welcome to Beginning C++ Game Programming Third Edition! FREE CHAPTER 2. Variables, Operators, and Decisions: Animating Sprites 3. C++ Strings, SFML Time: Player Input and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions: Implementing Game Mechanics 5. Collisions, Sound, and End Conditions: Making the Game Playable 6. Object-Oriented Programming – Starting the Pong Game 7. AABB Collision Detection and Physics – Finishing the Pong Game 8. SFML Views – Starting the Zombie Shooter Game 9. C++ References, Sprite Sheets, and Vertex Arrays 10. Pointers, the Standard Template Library, and Texture Management 11. Coding the TextureHolder Class and Building a Horde of Zombies 12. Collision Detection, Pickups, and Bullets 13. Layering Views and Implementing the HUD 14. Sound Effects, File I/O, and Finishing the Game 15. Run! 16. Sound, Game Logic, Inter-Object Communication, and the Player 17. Graphics, Cameras, Action 18. Coding the Platforms, Player Animations, and Controls 19. Building the Menu and Making It Rain 20. Fireballs and Spatialization 21. Parallax Backgrounds and Shaders 22. Other Books You May Enjoy
23. Index

Coding the player animations

In this section, we will get to use the Animator class we have just coded. We will obviously be using the getCurrentFrame function but additionally, we will be referring to the individual frames in the texture atlas like the player boosting, shown again next.

Figure 18.4: Player boosting

Furthermore, we have seen that our Animator class can reverse the order the frames are animated, but we also need to flip the textures horizontally whenever the player is facing to the left. In this code, we will see how to detect that they need to be flipped as well as flipping them. For example, the preceding image will sometimes need to be drawn like this:

Figure 18.5: Player boosting flipped

Achieving this is very quick and easy and we will see it in action for all player images soon. The PlayerGraphics.h file has everything we need in it; just uncomment the following code:

// We will come back to this soon
class Animator;
And the following...
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