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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

Making it rain

We only need a graphics component. This is fine, just as it was OK to only have an update component for the level logic. While the RainGraphics state will change, it is not dependent in any way on the timing of the main game loop or the player’s input. All the changes in state are controlled by the Animator class instance inside the RainGraphics class, which has its own internal clock. We will spawn multiple instances of the RainGraphics class because each instance will cover a small section of the screen. Each RainGraphics instance will position itself relative to the player and follow the player through the world, giving the impression that it is raining everywhere.

Coding the RainGraphics class

The graphics in the texture atlas look like the following image:

Figure 19.3: Rain From Atlas

I have drawn frames in red around each frame of animation and changed the background from transparent to white. Each frame of animation is 100 pixels by...

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