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Beginning C++ Game Programming
Beginning C++ Game Programming

Beginning C++ Game Programming: Learn C++ from scratch and get started building your very own games

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Beginning C++ Game Programming

Chapter 2. Variables, Operators, and Decisions – Animating Sprites

In this chapter we will do quite a bit more drawing on the screen and to achieve this we will need to learn some of the basics of C++.

Here is what is in store:

  • Learning all about C++ variables
  • Seeing how to manipulate the values stored in variables
  • Adding a static tree, ready for the player to chop
  • Drawing and animating a bee and three clouds

C++ variables

Variables are the way that our C++ games store and manipulate values. If we want to know how much health the player has then we need a variable. Perhaps you want to know how many zombies are left in the current wave? That is a variable as well. If you need to remember the name of the player who got a particular high score, you guessed it, we need a variable for that. Is the game over or still playing? Yep, that's a variable too.

Variables are named identifiers to locations in memory. So we might name a variable numberOfZombies and that variable could refer to a place in the memory that stores a value representing the number of zombies that are left in the current wave.

The way that computer systems address locations in memory is complex. Programming languages use variables to give a human-friendly way to manage our data in memory.

Our brief discussion about variables implies that there must be different types of variable.

Types of variable

There are a wide variety of C+...

Manipulating variables

At this point we know exactly what variables are, the main types, and how to declare and initialize them, but we still can't do that much with them. We need to manipulate our variables, add them, take them away, multiply, divide, and test them.

First we will deal with how we can manipulate them and later we will look at how and why we test them.

C++ arithmetic and assignment operators

In order to manipulate variables, C++ has a range of arithmetic operators and assignment operators. Fortunately, most arithmetic and assignment operators are quite intuitive to use, and those that aren't are quite easy to explain. To get us started, let's look at a table of arithmetic operators followed by a table of assignment operators that we will regularly use throughout this book:

Arithmetic operator

Explanation

+

The addition operator can be used to add together the values of two variables or values.

-

The subtraction operator can be used to take away the...

Adding clouds, a tree, and a buzzing bee

First we will add a tree. This is going to be really easy. The reason it's easy is because the tree doesn't move. We will use exactly the same procedure that we used in the previous chapter when we drew the background.

Preparing the tree

Add the following highlighted code. Notice the un-highlighted code, which is the code that we have already written. This should help you identify that the new code should be typed immediately after we set the position of the background, but before the start of the main game loop. We will recap what is actually going on in the new code after you have added it:

int main() 
{ 
 
   // Create a video mode object 
   VideoMode vm(1920, 1080); 
 
   // Create and open a window for the game 
   RenderWindow window(vm, "Timber!!!", Style::Fullscreen); 
 
   // Create a texture to hold a graphic on the GPU 
   Texture textureBackground; 
 
   // Load a graphic into the texture 
   textureBackground.loadFromFile...

Random numbers

Random numbers are useful for lots of reasons in games. Perhaps you could use them for determining what card the player is dealt, or how much damage within a certain range is subtracted from an enemy's health. As hinted at, we will use random numbers to determine the starting location and the speed of the bee and the clouds.

Generating random numbers in C++

To generate random numbers we will need to use some more C++ functions, two more to be precise. Don't add any code to the game yet. Let's just take a look at the syntax and the steps required with some hypothetical code.

Computers can't actually pick random numbers. They can only use algorithms/calculations to pick a number that appears to be random. So that this algorithm doesn't constantly return the same value, we must seed the random number generator. The seed can be any integer number, although it must be a different seed each time you require a unique random number. Take a look at this code...

Making decisions with if and else

The C++ if and else keywords are what enable us to make decisions. Actually, we have already seen if in action in the previous chapter when we detected, in each frame, whether the player had pressed the Esc  key:

if (Keyboard::isKeyPressed(Keyboard::Escape)) 
{ 
   window.close(); 
} 

So far we have seen how we can use arithmetic and assignment operators to create expressions. Now we can see some new operators.

Logical operators

Logical operators are going to help us make decisions by building expressions that can be tested for a value of either true or false. At first this might seem like quite a narrow choice and insufficient for the kind of choices that might be needed in an advanced PC game. Once we dig a little deeper, we will see that we can actually make all the required decisions we will need, with just a few logical operators.

Here is a table of the most useful logical operators. Take a look at them and their associated examples, and then we...

C++ variables


Variables are the way that our C++ games store and manipulate values. If we want to know how much health the player has then we need a variable. Perhaps you want to know how many zombies are left in the current wave? That is a variable as well. If you need to remember the name of the player who got a particular high score, you guessed it, we need a variable for that. Is the game over or still playing? Yep, that's a variable too.

Variables are named identifiers to locations in memory. So we might name a variable numberOfZombies and that variable could refer to a place in the memory that stores a value representing the number of zombies that are left in the current wave.

The way that computer systems address locations in memory is complex. Programming languages use variables to give a human-friendly way to manage our data in memory.

Our brief discussion about variables implies that there must be different types of variable.

Types of variable

There are a wide variety of C++ variable...

Manipulating variables


At this point we know exactly what variables are, the main types, and how to declare and initialize them, but we still can't do that much with them. We need to manipulate our variables, add them, take them away, multiply, divide, and test them.

First we will deal with how we can manipulate them and later we will look at how and why we test them.

C++ arithmetic and assignment operators

In order to manipulate variables, C++ has a range of arithmetic operators and assignment operators. Fortunately, most arithmetic and assignment operators are quite intuitive to use, and those that aren't are quite easy to explain. To get us started, let's look at a table of arithmetic operators followed by a table of assignment operators that we will regularly use throughout this book:

Arithmetic operator

Explanation

+

The addition operator can be used to add together the values of two variables or values.

-

The subtraction operator can be used to take away the value of one...

Adding clouds, a tree, and a buzzing bee


First we will add a tree. This is going to be really easy. The reason it's easy is because the tree doesn't move. We will use exactly the same procedure that we used in the previous chapter when we drew the background.

Preparing the tree

Add the following highlighted code. Notice the un-highlighted code, which is the code that we have already written. This should help you identify that the new code should be typed immediately after we set the position of the background, but before the start of the main game loop. We will recap what is actually going on in the new code after you have added it:

int main() 
{ 
 
   // Create a video mode object 
   VideoMode vm(1920, 1080); 
 
   // Create and open a window for the game 
   RenderWindow window(vm, "Timber!!!", Style::Fullscreen); 
 
   // Create a texture to hold a graphic on the GPU 
   Texture textureBackground; 
 
   // Load a graphic into the...

Random numbers


Random numbers are useful for lots of reasons in games. Perhaps you could use them for determining what card the player is dealt, or how much damage within a certain range is subtracted from an enemy's health. As hinted at, we will use random numbers to determine the starting location and the speed of the bee and the clouds.

Generating random numbers in C++

To generate random numbers we will need to use some more C++ functions, two more to be precise. Don't add any code to the game yet. Let's just take a look at the syntax and the steps required with some hypothetical code.

Computers can't actually pick random numbers. They can only use algorithms/calculations to pick a number that appears to be random. So that this algorithm doesn't constantly return the same value, we must seed the random number generator. The seed can be any integer number, although it must be a different seed each time you require a unique random number. Take a look at this code, which seeds the random number...

Left arrow icon Right arrow icon
Download code icon Download Code

Key benefits

  • This book offers a fun way to learn modern C++ programming while building exciting 2D games
  • This beginner-friendly guide offers a fast-paced but engaging approach to game development
  • Dive headfirst into building a wide variety of desktop games that gradually increase in complexity
  • It is packed with many suggestions to expand your finished games that will make you think critically, technically, and creatively

Description

This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer. We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more.

Who is this book for?

This book is perfect for you if any of the following describes you: You have no C++ programming knowledge whatsoever or need a beginner level refresher course, if you want to learn to build games or just use games as an engaging way to learn C++, if you have aspirations to publish a game one day, perhaps on Steam, or if you just want to have loads of fun and impress friends with your creations.

What you will learn

  • Get to know C++ from scratch while simultaneously learning game building
  • Learn the basics of C++, such as variables, loops, and functions to animate game objects, respond to collisions, keep score, play sound effects, and build your first playable game.
  • Use more advanced C++ topics such as classes, inheritance, and references to spawn and control thousands of enemies, shoot with a rapid fire machine gun, and realize random scrolling game-worlds
  • Stretch your C++ knowledge beyond the beginner level and use concepts such as pointers, references, and the Standard Template Library to add features like split-screen coop, immersive directional sound, and custom levels loaded from level-design files
  • Get ready to go and build your own unique games!

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Oct 07, 2016
Length: 520 pages
Edition : 1st
Language : English
ISBN-13 : 9781786466198
Vendor :
Microsoft
Languages :
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Product Details

Publication date : Oct 07, 2016
Length: 520 pages
Edition : 1st
Language : English
ISBN-13 : 9781786466198
Vendor :
Microsoft
Languages :
Concepts :
Tools :

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Table of Contents

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

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Kevin Feb 23, 2018
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Love this book, amazing and useful
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S. Morris Sep 16, 2017
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I found the book to be very good. The games you develop are good and entertaining. The explanations are good. It assumes no knowledge of SFML and little in C++ but is educational as you go. The code is not obtuse as is much of more advanced C++. The author builds each game as a beginner might build them and then he shows you how to improve on them and WHY! So the book is a C++ tutorial, an SFML tutorial, and game development tutorial. I thought it was the best of all the SFML books that I could get my hands on. Most of the others were way too advanced but maybe as I visit them again I will understand more now that I have completed this book.
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Marijan F. Mar 30, 2018
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Excellent book, very clearly written and makes explanations why we're doing things the way we're doing them in the book. I struggled with some C++ concepts before reading this but now it makes perfect sense. Recommended.
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Mr. Paul J. Gullett Nov 08, 2018
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It always depressed me how, whenever I went to learn C++, that you spent ages typingcout << "Some old nonsense" << endlto work your way through some of the basics of the language. Boredom would quickly set in, and it would go back to the bottom of the to-do list.This book, however, breaks with that tradition and makes learning the basics of the language fun.It covers making three games and builds up to the more complex items as you go. To stop the cout boredom, it uses SFML, so even the simple stuff looks like a real game.Kudos to the author a very well thought through experience.
Amazon Verified review Amazon
A. Devlin Jan 15, 2018
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I originally purchased the video of this book from Packt which I enjoyed, but it can be annoying scrubbing back and forth when you have mistyped a bit of code, so i personally prefer to learn from a book where I can take my time etc. The book is more in depth than the vids. Not only will you learn C++ concepts but a lot of game concepts that you can reuse over and over again in your own games. Oh and also SFML. Highly recommended.
Amazon Verified review Amazon
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