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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch by building fun games

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781835081747
Length 648 pages
Edition 3rd Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (24) Chapters Close

Preface 1. Welcome to Beginning C++ Game Programming Third Edition! 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 – Starting the Pong Game 7. AABB Collision Detection and Physics – Finishing the Pong Game 8. SFML Views – Starting the Zombie Shooter Game 9. C++ References, Sprite Sheets, and Vertex Arrays 10. Pointers, the Standard Template Library, and Texture Management 11. Coding the TextureHolder Class and Building a Horde of Zombies 12. Collision Detection, Pickups, and Bullets 13. Layering Views and Implementing the HUD 14. Sound Effects, File I/O, and Finishing the Game 15. Run! 16. Sound, Game Logic, Inter-Object Communication, and the Player 17. Graphics, Cameras, Action 18. Coding the Platforms, Player Animations, and Controls 19. Building the Menu and Making It Rain 20. Fireballs and Spatialization 21. Parallax Backgrounds and Shaders 22. Other Books You May Enjoy
23. Index

Graphics, Cameras, Action

We need to talk in depth about the way the graphics will work in this project. As we will be coding the cameras that do the drawing in this chapter, now seems like a good time to talk about the graphics too. If you look in the graphics folder, there is just one graphic. Furthermore, we are not calling window.draw at any point in our code so far. We will discuss why draw calls should be kept to a minimum, as well as implement our Camera classes that will handle this for us. Finally, by the end of this chapter, we will be able to run the game and see the cameras in action, including the main view, the radar view, and the timer text.

The completed code for this chapter is in the Run3 folder.

Here is what is coming up in this chapter:

  • Cameras, draw calls, and SFML View
  • Coding the camera classes
  • Adding camera instances to the game
  • Running the game

The code for this chapter is in the Run3 folder.

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