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Beginning C++ Game Programming. - Second Edition

You're reading from  Beginning C++ Game Programming. - Second Edition

Product type Book
Published in Oct 2019
Publisher Packt
ISBN-13 9781838648572
Pages 746 pages
Edition 2nd Edition
Languages
Author (1):
John Horton John Horton
Profile icon John Horton

Table of Contents (25) Chapters

Preface 1. Chapter 1: C++, SFML, Visual Studio, and Starting the First Game 2. Chapter 2: Variables, Operators, and Decisions – Animating Sprites 3. Chapter 3: C++ Strings and SFML Time – Player Input and HUD 4. Chapter 4: Loops, Arrays, Switches, Enumerations, and Functions – Implementing Game Mechanics 5. Chapter 5: Collisions, Sound, and End Conditions – Making the Game Playable 6. Chapter 6: Object-Oriented Programming – Starting the Pong Game 7. Chapter 7: Dynamic Collision Detection and Physics – Finishing the Pong Game 8. Chapter 8: SFML Views – Starting the Zombie Shooter Game 9. Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays 10. Chapter 10: Pointers, the Standard Template Library, and Texture Management 11. Chapter 11: Collision Detection, Pickups, and Bullets 12. Chapter 12: Layering Views and Implementing the HUD 13. Chapter 13: Sound Effects, File I/O, and Finishing the Game 14. Chapter 14: Abstraction and Code Management – Making Better Use of OOP 15. Chapter 15: Advanced OOP – Inheritance and Polymorphism 16. Chapter 16: Building Playable Levels and Collision Detection 17. Chapter 17: Sound Spatialization and the HUD 18. Chapter 18: Particle Systems and Shaders 19. Chapter 19: Game Programming Design Patterns – Starting the Space Invaders ++ Game 20. Chapter 20: Game Objects and Components 21. Chapter 21: File I/O and the Game Object Factory 22. Chapter 22: Using Game Objects and Building a Game 23. Chapter 23: Before You Go... 24. Other Books You May Enjoy

Understanding the flow of execution and debugging

Much of the last four chapters has been about the code structure. It is very possible that you still have doubts and uncertainties about which class instantiates which instance or in what order the various functions are called. Wouldn't it be useful if there was a way to execute the project and follow the path of execution from int main() right through to return 0; in the Space Invaders ++.cpp file? It turns out we can, and the following is how to do it.

We will now explore the debugging facilities in Visual Studio while simultaneously trying to understand the structure of the project.

Open the Space Invaders ++.cpp file and find the first line of code, as follows:

GameEngine m_GameEngine;

The preceding code is the first line of code that gets executed. It declares an instance of the GameEngine class and sets all our hard work in motion.

Right-click the preceding line of code and select Breakpoint | Insert Breakpoint...

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