beginning c++ game programming john horton pdf free download

beginning c++ game programming john horton pdf free download

Download Example Code. Skip to main content. Start your free trial. Show and hide more. Publisher Resources Download Example Code. Table of Contents Product Information. Dedication Preface Timber!!!

Loops, Arrays, Switch, Enumerations, and Functions — Implementing Game Mechanics Loops while loops Breaking out of a while loop for loops Arrays Declaring an array Initializing the elements of an array Quickly initializing the elements of an array So what do these arrays really do for our games? Improving the game and the code.

Planning and starting the Zombie Arena game. Building the Player-the first class. Starting the Zombie Arena game engine. Managing the code files. Starting coding the main game loop. SFML vertex arrays and sprite sheets. Creating a randomly generated scrolling background. Using the background. The Standard Template Library. The TextureHolder Class. Building a horde of zombies. Using the TextureHolder class for all textures. Coding the Bullet class. Making the bullets fly.

Giving the player a crosshair. Coding a class for pickups. Using the Pickup class. Detecting collisions. Adding all the Text and HUD objects.

Updating the HUD each frame. Drawing the HUD, and the home and level up screens. Saving and loading the high-score. Preparing sound effects. Leveling up. Restarting the game. Playing the rest of the sounds. The Thomas Was Late game. Structuring the Thomas Was Late code. Building the game engine. Coding the main function. Abstract classes - virtual and pure virtual functions.

Building the PlayableCharacter class. Building the Thomas and Bob classes. Updating the game engine to use Thomas and Bob. Designing some levels. Building the LevelManager class. Coding the loadLevel function. Updating the engine. This sounds a bit like a reference, but we will see how they are much more powerful and we will use a pointer to handle an ever-expanding horde of zombies. We will also learn about the Standard Template Library STL , which is a collection of classes that allow us to quickly and easily implement common data management techniques.

Once we understand the basics of the STL, we will be able to use that new knowledge to manage all the textures from the game, because if we have 1, zombies, we don't really want to load a copy of a zombie graphic into the GPU for each and every one.

We will also dig a little deeper into OOP and use a static function, which is a function of a class that can be called without an instance of the class. At the same time, we will see how we can design a class to ensure that only one instance can ever exist. This is ideal when we need to guarantee that different parts of our code will use the same data. Implement the Texture Holder class using static functions and a singleton class.

Edit some existing code to use the TextureHolder class for the player and background. Chapter 9, Collision Detection, Pickups, and Bullets , so far, we have implemented the main visual parts of our game. We have a controllable character running around in an arena full of zombies that chase him. The problem is that they don't interact with each other. A zombie can wander right through the player without leaving a scratch.

We need to detect collisions between the zombies and the player. If the zombies are going to be able to injure and eventually kill the player, it is only fair that we give the player some bullets for his gun. We will then need to make sure that the bullets can hit and kill the zombies. At the same time, if we are writing collision detection code for bullets, zombies, and the player, it would be a good time to add a class for health and ammo pickups as well. What is new is that we will draw the HUD using a second View instance.

This way the HUD will stay neatly positioned over the top of the main game action, regardless of what the background, player, zombies, and other game objects are doing. Of course, we know how to add sound effects but we will discuss exactly where in the code the calls to play will go. We will also tie up a few loose ends to make the game complete.

In this chapter we will do the following:. The project will have advanced features, such as directional sound that comes out of the speakers relative to the position of the player.

It will also have split-screen co-operative gameplay. In addition, this project will introduce the concept of Shaders which are programs written in another language that run directly on the graphics card. This chapter's main focus will be getting the project started, especially exploring how the code will be structured to make better use of OOP. Here are the details of this chapter. Introduce the final project, Thomas Was Late, including the gameplay features and project assets.

A detailed discussion of how we will improve the structure of the code compared to previous projects. We will then be able to use this new knowledge to implement the star characters of our game, Thomas and Bob. Here is what we will cover, in a little more detail:. Treat an object of a class as if it is more than one type of class by using polymorphism.

Learn about abstract classes and how designing classes that are never instantiated can actually be useful. The reason for this is that by the end of it we will have a playable game. Although there will be features still to implement sound, particle effects, HUD, shader effects , Bob and Thomas will be able to run, jump, and explore the world.

Furthermore, you will be able to create your very own level designs of almost any size or complexity, by simply making platforms and obstacles in a text file. We will achieve all this by covering these topics:. Code a polymorphic function to handle the collision detection for both Bob and Thomas.

We have done this in both of the previous projects, but we will do things a bit differently this time. More specifically, we will look at the SFML Drawable class and the benefits of using it as a base class for our own classes. As usual, we will also use our new skills and knowledge to enhance the current project. Chapter 17, Before You Go DirectX 9-capable video card that runs at x or higher display resolution.

All the software used in this book is free. Obtaining and installing the software is covered step by step within the book. The book uses Visual Studio for Windows throughout, but experienced Linux users will probably have no trouble running the code and following the instructions using their favorite Linux programming environment.

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning. Code words in text, database table names, folder names, filenames, file extensions, path names, dummy URLs, user input, and Twitter handles are shown as follows: We can include other contexts through the use of the include directive.

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:. New terms and important words are shown in bold.

Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: Clicking the Next button moves you to the next screen.

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By John Horton. Updating the update function to spawn and update the PlayableCharacter instances. All downloar reserved. No part beginning c++ game programming john horton pdf free download this book ga,e be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the downllad of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable pxf any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. He has a passion for writing apps, games, books, and blog articles yorton programming, especially for beginners. Glen De Cauwsemaecker, commonly known as glendc, is an open source hacker from Belgium. Glen is passionate about open source technology, as much as exploring new cultures and countries. This is why he became in a beginning c++ game programming john horton pdf free download nomad, after living and working in the UK for 2 years. I would like to thank my f is for family stream free, Elizabeth Gonzales Belsuzarri, for her support and love. I would also like to thank Exient Beginning c++ game programming john horton pdf free download. You can upgrade to the eBook version prorgamming www. Get in touch with us at customercare packtpub. At www. Do you need instant solutions to your IT questions? beginning c++ game programming john horton pdf free download John Horton is a coding and gaming enthusiast based in the UK. Download and Read Free Online Beginning C++ Game Programming John Horton Online Beginning C++ Game Programming by John Horton ebook PDF download. DOWNLOAD FROM OUR ONLINE LIBRARY. Page 3. BEGINNING C++ GAME PROGRAMMING BY JOHN HORTON. PDF. Why should get ready. Read Beginning C++ Game Programming by John Horton with a free trial. Downloading the color images of this book. Errata Did you know that Packt offers eBook versions of every book published, with PDF and ePub files available​? by John Horton Explore a preview version of Beginning C++ Game Programming right now. O'Reilly Start your free trial Download Example Code. Read Beginning C++ Game Programming PDF Part1 from the story Beginning PDF by John Horton Packt Publishing Listen to Beginning C++ Game Download Beginning C++ Game Programming: Learn to program with. Beginning C++ Game Programming. John Horton. October 6, pages. 15 hours 36 minutes. Learn C++ from scratch and get started building your very. Beginning C++ Game Programming: Learn to program with C++ by building fun After you've bought this ebook, you can choose to download either the PDF this eBook on any device that supports DRM-free EPUB or DRM-free PDF format. · Beginning C++ Game Programming 1st Edition Pdf Download For Free Book - By John Horton Beginning C++ Game Programming Learn C++ from​. Beginning C++ Game Programming eBook: Horton, John: Kindle Flip: Enabled; Due to its large file size, this book may take longer to download Read with the free Kindle apps (available on iOS, Android, PC & Mac), Kindle. Vikarti marked it as to-read Jun 29, Read more Read less. The promised CD, with all the code, was not enclosed and when a replacement was sent it was also the wrong item. Perhaps the author could have used programming patterns more extensively, but overall, the book is nice to dive a little bit into actual game development. It may takes up to minutes before you received it. Love this book, amazing and useful. Yousaf Ali marked it as to-read Jul 24, Go back. Overall its a nice introduction and, to be fair, the book succeeds in helping a beginner develop three playable games, which is definitely cool! The author builds each game as a beginner might build them and then he shows you how to improve on them and WHY! beginning c++ game programming john horton pdf free download