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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
Other Books You May Enjoy
23
Index

Building an interactive menu

To get started, let’s see what the menu will look like to the player in its two possible states.

Figure 19.1: Two menu states

We can see the two possibilities in the previous image. On the left, the player is informed that they can press Esc to start or F1 to quit, and on the right, the player can see that they can press Esc to continue or F1 to quit. The reason for the subtle difference is that while the game is playing, they will also be able to pause by pressing Esc. When on either of the menu screens, F1 will always quit, but while the game is being played, F1 has no effect.

Coding the MenuUpdate class

Now, we will create a new class that will control our in-game menu. Create a new class called MenuUpdate derived from Update and a new class called MenuGraphics derived from Graphics.

Now, we can start coding. Add the following code to MenuUpdate.h:

#pragma once
#include "Update.h"
#include "InputReceiver...

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