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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...

Timing


Before we can move the bee and the clouds, we need to consider timing. As we already know, the main game loop executes over and over again, until the player presses the Esc  key.

We have also learnt that C++ and SFML are exceptionally fast. In fact, my ageing laptop executes a simple game loop (such as the current one) at around five thousand times per second.

The frame-rate problem

Let's consider the speed of the bee. For the purpose of discussion we could pretend that we are going to move it at 200 pixels per second. On a screen that is 1920 pixels wide, it would take, very approximately, 10 seconds to cross the entire width, because 10 x 200 is 2000 (near enough to 1920).

Furthermore, we know that we can position any of our sprites with setPosition(...,...). We just need to put the x and the y coordinates in the parentheses.

In addition to setting the position of a sprite, we can also get the position of a sprite. To get the horizontal x coordinate of the bee, for example, we would...

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