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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch and get started building your very own games

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786466198
Length 520 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (24) Chapters Close

Beginning C++ Game Programming
Credits
About the Author
About the Reviewer
www.PacktPub.com
Dedication
Preface
1. C++, SFML, Visual Studio, and Starting the First Game FREE CHAPTER 2. Variables, Operators, and Decisions – Animating Sprites 3. C++ Strings, SFML Time, Player Input, and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions – Implementing Game Mechanics 5. Collisions, Sound, and End Conditions – Making the Game Playable 6. Object-Oriented Programming, Classes, and SFML Views 7. C++ References, Sprite Sheets, and Vertex Arrays 8. Pointers, the Standard Template Library, and Texture Management 9. Collision Detection, Pickups, and Bullets 10. Layering Views and Implementing the HUD 11. Sound Effects, File I/O, and Finishing the Game 12. Abstraction and Code Management – Making Better Use of OOP 13. Advanced OOP – Inheritance and Polymorphism 14. Building Playable Levels and Collision Detection 15. Sound Spatialization and HUD 16. Extending SFML Classes, Particle Systems, and Shaders 17. Before you go...

FAQ


Q) Why do we set the bee to inactive when it gets to -100? Why not just zero because zero is the left-hand side of the window?

A) The bee graphic is 60 pixels wide and its origin is at the top left pixel. So when the bee is drawn with its origin at x equals zero, the entire bee graphic is still on screen for the player to see. By waiting until it is at -100, we can be sure it is definitely out of the player's view.

Q) How do I know how fast my game loop is?

A) To measure this we will need to learn a few more things. We will add the ability to measure and display the current frame rate in Chapter 5: Collisions, Sound, and End Conditions - Making the Game Playable.

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