Search icon
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
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

Arrays

If a variable is a box in which we can store a value of a specific type, such as int, float, or char, then we can think of an array as a row of boxes. The rows of boxes can be of almost any size and type, including objects made from classes. However, all the boxes must be of the same type.

Tip

The limitation of having to use the same type in each box can be circumvented to an extent once we learn some more advanced C++ in the penultimate project.

This array sounds like it could have been useful for our clouds in Chapter 2, Variables, Operators, and Decisions – Animating Sprites. So, how do we go about creating and using an array?

Declaring an array

We can declare an array of int type variables like this:

int someInts[10];

Now, we have an array called someInts that can store ten int values. Currently, however, it is empty.

Initializing the elements of an array

To add values to the elements of an array, we can use the type of syntax we are already...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime}