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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

Summary

In this chapter, we learned about strings, SFML Text, and SFML Font. Between them, they enabled us to draw text to the screen, which provided the player with a HUD. We also used sstream, which allows us to concatenate strings and other variables to display the score.

We explored the SFML RectangleShape class, which does exactly what its name suggests. We used an object of type RectangleShape and some carefully planned variables to draw a time-bar that displays to the player how much time they have left. Once we have implemented chopping and moving branches that can squash the player, the time-bar will create tension and urgency.

Next, we are going to learn about a whole range of new C++ features, including loops, arrays, switching, enumerations, and functions. This will enable us to move the tree branches, keep track of their locations, and squash the player.

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