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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

FAQ

Q) Isn't this game a little quiet?

A) I didn't add sound effects to this game because I wanted to keep the code as short as possible while using our first classes and learning to use the time to smoothly animate all the game objects. If you want to add sound effects, then all you need to do is add the .wav files to the project, use SFML to load the sounds, and play a sound effect in each of the collision events. We will do this in the next project.

Q) The game is too easy! How can I make the ball speed up a little?

A) There are lots of ways you can make the game more challenging. One simple way would be to add a line of code in the Ball class' reboundBatOrTop function that increases the speed. As an example, the following code would increase the speed of the ball by 10% each time the function is called:

// Speed up a little bit on each hit
m_Speed = m_Speed * 1.1f;

The ball would get quite fast quite quickly. You would then need to devise a way to...

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