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Beginning C++ Game Programming

Beginning C++ Game Programming

By : John Horton
4.3 (27)
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Beginning C++ Game Programming

Beginning C++ Game Programming

4.3 (27)
By: John Horton

Overview of this book

Always dreamed of creating your own games? With the third edition of Beginning C++ Game Programming, you can turn that dream into reality! This beginner-friendly guide is updated and improved to include the latest features of VS 2022, SFML, and modern C++20 programming techniques. You'll get a fun introduction to game programming by building four fully playable games of increasing complexity. You'll build clones of popular games such as Timberman, Pong, a Zombie survival shooter, and an endless runner. The book starts by covering the basics of programming. You'll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you'll also learn exciting game programming concepts such as vertex arrays, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. You’ll dive deep into game mechanics and implement input handling, levelling up a character, and simple enemy AI. Finally, you'll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you'll have gained the knowledge you need to build your own games with exciting features from scratch.
Table of Contents (24 chapters)
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22
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23
Index

Detecting collisions

We just need to know when certain objects from our game touch certain other objects. We can then respond to that event in an appropriate manner. In our classes, we have already added functions that will be called when our objects collide. They are as follows:

  • The Player class has a hit function. We will call it when a zombie collides with the player.
  • The Zombie class has a hit function. We will call it when a bullet collides with a zombie.
  • The Pickup class has a gotIt function. We will call it when the player collides with a pickup.

If necessary, look back to refresh your memory regarding how each of those functions works. All we need to do now is detect the collisions and call the appropriate functions.

We will use rectangle intersection to detect collisions. This type of collision detection is straightforward (especially with SFML). We will use the same technique that we used in the Pong game. The following image shows how...

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