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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

Getting started with functions

What exactly are C++ functions? A function is a collection of variables, expressions, and control flow statements (loops and branches). In fact, any of the code we have learned about in this book so far can be used in a function. The first part of a function that we write is called the signature. Here is an example function signature:

void shootLazers(int power, int direction);

If we add an opening and closing pair of curly braces {...} along with some code that the function performs, we will have a complete function, that is, a definition:

void shootLazers(int power, int direction)
{
    // ZAPP!
}

We could then use our new function from another part of our code, perhaps like this:

// Attack the player
shootLazers(50, 180) // Run the code in the function
// I'm back again - code continues here after the function ends

When we use a function, we say that we call it. At the point where we call shootLazers, our...

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