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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts FREE CHAPTER
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Creating the Rocket class

The game has enemies in it now, but the player still can't shoot at them. Let's create some rockets so that these can be launched from the player's bazooka by going through the following steps:

  1. In the project, create a new class called Rocket. As you can see from the following code block, the Rocket.h class is very similar to the Enemy.h class:
#pragma once 
 
#include "SFML-2.5.1\include\SFML\Graphics.hpp" 
 
class Rocket 
{ 
public: 
   Rocket(); 
   ~Rocket(); 
 
   void init(std::string textureName, sf::Vector2f position, 
float_speed); void update(float dt); sf::Sprite getSprite(); private: sf::Texture m_texture; sf::Sprite m_sprite; sf::Vector2f m_position; float m_speed; };

The public section contains the init, update, and getSprite functions. The init function takes in the name of...

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