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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

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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