Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Beginning C++ Game Programming
  • Table Of Contents Toc
  • Feedback & Rating feedback
Beginning C++ Game Programming

Beginning C++ Game Programming

By : John Horton
4.3 (27)
close
close
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)
close
close
22
Other Books You May Enjoy
23
Index

Coding the Animator class

First, let’s get the Animator class up and running. The Animator class will also be used by the FireballGraphics class and the RainGraphics class. It could be used by any class that wants to loop through set frames of animations. It can be configured for any set of animations as long as they are evenly sized, evenly spaced, and have the same vertical coordinates. The Animator class can be configured by the code that uses it to reverse the animation order, which is useful when the player runs in the opposite direction as we will soon see. Reversing the animation can also produce a moon-walking effect but I will leave the reader to explore this possibility. The frame rate per second and the number of frames can also be determined at run time.

Create a class called Animator (if you haven’t already).

Add this code to Animator.h:

#pragma once
#include<SFML/Graphics.hpp>
using namespace sf;
class Animator
{
private:
  IntRect m_SourceRect...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech

Create a Note

Modal Close icon
You need to login to use this feature.
notes
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Delete Note

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY