Game programming with c++ pdf download free






















Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www. The games built are non-violent and teach logical thinking skills. To grasp the concepts, you should possess a working knowledge of Windows and have had some exposure to Visual C programming or some other programming language. Game skills learned include handling multiple players, scoring, graphics, animation, and sounds.

The game projects built include, in increasing complexity: - Safecracker - Decipher a secret combination using clues from the computer. The book includes over pages of self-study notes, all Visual C source code and all needed graphics and sound files.

The Visual C source code solutions and all needed multimedia files are included in the compressed download file available from the Publisher's website KidwareSoftware. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C through the creation of computer games — and without requiring any previous programming experience.

Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development.

Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies.

They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling.

This second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general C programming concepts and concepts that are specific to game development.

Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly.

The book is also designed to be used as a basis for a game-oriented programming course. Supplementary materials for organizing such a course are available on an accompanying web site, which also includes all example programs, game sprites, sounds, and the solutions to all exercises.

A complete guide to designing and building fun games with Qt and Qt Quick using associated toolsets Key Features A step by step guide to learn Qt by building simple yet entertaining games Get acquainted with a small yet powerful addition—Qt Gamepad Module, that enables Qt applications to support the use of gamepad hardware Understand technologies such as QML, OpenGL, and Qt Creator to design intuitive games Book Description Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming popular by the day, especially on mobile and embedded devices.

It's a powerful tool that perfectly fits the needs of game developers. Skip carousel. Carousel Previous. Carousel Next. What is Scribd? Documents Computers sdl. Uploaded by marcos.

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Jose Gregorio Libreros Valencia. Intermediate and advanced programmers learn how to use object-oriented programming to write computer games. Reimagined for full-screen and touch-optimized apps, Windows 8 provides a platform for reaching new users in new ways. In response, programming legend Charles Petzold is rewriting his classic Programming Windowsone of the most popular programming books of all timeto show developers how to use existing skills and tools to build Windows 8 apps.

It is an exciting time to be a Windows developer. Using classes for data encapsulation and abstraction A class is used to organize information into meaningful states and behaviors. In games, we deal with so many different types of weapon, player, enemy, and terrain, each with its own type of state and behavior, so an object-oriented design with classes is a must. Getting ready To work through this recipe, you will need a machine running Windows.

You need to have a working copy of Visual Studio installed on your Windows machine. Add source files called Source. Add the following lines of code to Souce. Add the following lines of code to CEnemy. How it works… To create an object-oriented program, we need to create classes and objects. Although we can write the definition and declaration of a class in the same file, it is advisable to have two separate files for definition and declaration.

A declaration class file is called a header file, whereas a definition class file is called a source file. In the CEnemy header file, we define the member variables and the functions that we need. In a class, we have the option to separate out the variables as public, protected, or private. A public state indicates that they are accessible from outside the class, a protected state indicates that only the child class that inherits from the current base class has access to it, whereas a private state indicates that they are accessible by any instance of the class.

Hence, we have created all the member functions as public so that we can access them from the driver program, which in this example is Source. The member variables in the header file are all private, as they should not be directly accessible from outside the class. This is what we call abstraction.

We define a string type variable for name and armor, and an integer type for health and age. It is also advisable to create a constructor and destructor, even if we do not have any functionality for them at present. It is also good to use a copy constructor. The reason for this is explained later on in the chapter. In the CEnemy source file, we have the initialization of the member variables and also the declarations of the functions.

We have used the const keyword at the end of each function because we do not want the function to change the contents of the member variables. We just want them to return the values that are already assigned.

As a rule of thumb, we should always use it unless it's necessary not to use it. It makes the code more secure, organized, and readable. We have initialized the variables in the constructor; we could have also created parameterized constructors and assigned values to them from the driver program.

Alternatively, we can also have set functions to assign values. From the driver program, we create a pointer object of the type CEnemy. When the object is initialized, it calls its appropriate constructors and the values are assigned to them.

As we are dynamically allocating memory, we should also delete the object or else we will get a memory leak. We have used vld to check for memory leaks. This program does not have any, as we have used the delete keyword. Just comment out the line delete pEnemy; and you will notice that the program has few memory leaks on exiting. Using polymorphism to reuse code Polymorphism means having several forms.

Typically, we use polymorphism when there is a hierarchy of classes and they are related in some way. We generally achieve this level of relation by using inheritance.

How to do it… In this recipe, we will see how we can use the same function and override it with different functionalities based on our needs. Also, we will see how we can share values across base and derived classes:. Add a source file called Source. Add the following lines of code to Enemy. Add the following lines of code to Dragon. Add the following lines of code to Soldier. Add the following lines of code to Source. How it works… Polymorphism is the ability to have different forms.

So in this example, we have an Enemy interface that does not have any functionality for calculating total health. However, we know that all types of enemy should have a function to calculate total health. So we have made the function in the base class as a pure virtual function by assigning it to 0.

This enables, or rather forces, all the child classes to have their own implementation for calculating total health. The advantage of such a structure is that we can create a pointer object of the child from the base and when it resolves, it calls the correct function of the child class. If we do not create a virtual function, then the functions in the child classes would have hidden the function of the base class.

With a pure virtual function, however, this is not true as this would create a compiler error. The way the compiler resolves the functions at run time is by a technique called dynamic dispatch. Most languages use dynamic dispatch. It does so with the help of virtual tables.

When the CEnemy class defines the virtual function TotalHP, the compiler adds a hidden member variable to the class which points an array of pointers to functions called the virtual method table VMT or Vtable. At runtime, these pointers will be set to point to the right function, because at compile time, it is not yet known if the base function is to be called or a derived one implemented by CDragon and CSoldier. The member variables in the base class are protected. This means that the derived class also has access to the member variables.

From the driver program, because we have allocated memory dynamically, we should also delete, or else we will have memory leaks. When the destructor is marked as virtual, we ensure that the right destructor is called. Using copy constructors Copy constructors are used to copy one object to another. We should write our own copy constructor for better coding and organizing practices.

Add the following lines of code to Terrain. How it works… In this example, we have created our own copy constructor and an assignment operator. When we assign two objects that are already initialized, then the assignment operator is called. When we initialize an object and set it to the other object, a copy constructor is called. If we do not create our own copy constructor, the newly created object just holds a shallow reference of the object it is being assigned to. If the object gets destroyed, then the shallow object becomes lost as the memory is also lost.

If we create our own copy constructor, a deep copy is created and even if the first object is deleted, the second object stills holds the information in a different memory location.

So in effect, a shallow copy or member-wise copy copies the exact values of one object's member variables into another object. Pointers in both objects end up pointing to the same memory. A deep copy copies the values allocated on the free store to newly allocated memory.

So in shallow deleting, the object in the shallow copy is disastrous:. However, sometimes we need to overload these operators so that we can use them on data structures that we create ourselves.

Of course, we can overload the operators to change the meaning as well. Also, it may confuse other programmers who are using the same code base. CVector3 a 1. Add the following lines of code to vector3. Operators on built-in types int, float cannot be overloaded. The precedence order cannot be changed. There are many reasons for proceeding with caution when overloading an operator.

The goal is to increase usability and understanding. In our example, we have overloaded the basic multiplication operators so that we can add, subtract, and so on our vector3 objects that we create. This is extremely handy, as we can find the distance of an object in our game if we know the position vectors of the two objects. We have used const functions as much as possible.

The compiler will enforce the promise to not modify the object. This can be a great way to make sure that your code has no unanticipated side effects. All functions that accept vectors accept a constant reference to a vector. We have to remember that passing an argument by value to a function invokes a constructor.

Inheritance will not be very useful to the vector class, as we know CVector3 is speed critical. Also, data hiding does not make too much sense, as we need the values of the vector class. Sometimes, we want to use the same function name but have different functions to work on different data types or a different number of types. This is useful as the client can choose the correct function based on its needs. Select a Win32 Console Application. Add source files called main. Add the following lines of code to main.

AddSpeed 2. Add the following lines of code to CSpeed. How it works… Overloading a function is a type of functional polymorphism. A function can be overloaded only by the number of parameters in the argument list and the type of parameter. A function cannot be overloaded only by the return type.

We have created a class to calculate the sum of speeds. We can use the function to add two speeds, three speeds, or speeds of different data types.

The compiler will resolve which function to call based on the signature. One might argue that we could create different objects with different speeds and then add them using operator overloading, or use templates and write one template function. However, we have to remember that in simple templates the implementation will remain the same, but in function overloading we can change the implementation of each function as well.

Using files for input and output Files are really useful for saving data locally, so we can retrieve it the next time the program is run or analyze the data after the program exits. Files serve the purpose of containing the saved data. We can create text files, binary files, or even a file with our own encryption. Files are very handy when we want to log errors or generate a crash report. WriteNewFile "Example. AppendFile "Example. ReadFile "Example. Add the following lines of code to File.

How it works… We use file handling for a variety of reasons. Some of the most important reasons are to log data while the game is running, to load data from a text file to be used in the game, or to encrypt the save data or load data of a game.

We have created a class called CFile. This class helps us to write data to a new file, to append to a file, and to read from a file. We use the fstream header file to load all the file handling operations. Everything in a file is written and read in terms of streams. The only difference is that you use an ofstream or fstream object, instead of the cout object. We have created a constructor to contain initial data if a file is created without any data in it.

If we just create or write to a file, each time a new file will be created with the new data. This is sometimes useful if we just want to write the most recently updated or latest data. However, if we want to add data to an existing file, we can use the append function. The append function starts writing to an existing file from the last file-position pointer position. The read function starts reading data from the file until it reaches the last line of written data.

We can display the result to the screen or, if needed, we could then write the contents to another file. We also must remember to close the file after each operation, or it might lead to ambiguity in the code. We can also use the seekp and seekg functions to reposition the file-position pointer. Creating your first simple game Creating a simple text-based game is really easy. All we need to do is to create some rules and logic and we will have ourselves a game.

Of course, as the game gets more complex we need to add more functions. When the game reaches a point where there are multiple behaviors and states of objects and enemies, we should use classes and inheritance to achieve the desired result. You also need to have a working copy of Visual Studio installed on your Windows machine. Add a Source. Try again. How it works… The game works by creating a random number from 1 to and asks the user to guess that number.

Hints are provided as to whether the number guessed is higher or lower than the actual number. The user is given just 20 tries to guess the number. We first need a pseudo seeder, based on which we are going to generate a random number. The pseudo seeder in this case is srand. We have chosen TIME as a value to generate our random range. We need to execute the program in an infinite loop so that the program breaks only when all tries are used up or when the user correctly guesses the number.

We can set a variable for tries and increment for every guess a user takes. The random number is generated by the rand function. We ask the user to input the guessed number and then we check whether that number is less than, greater than, or equal to the randomly generated number.

We then display the correct message. If the user has guessed correctly, or all tries have been used, the program should break out of the main loop. At this point, we ask the user whether they want to play the game again. Then, depending on the answer, we go back into the main loop and start the process of selecting a random number. Using templates, we can write code in such a way that it is independent of any particular data type.

We can use function templates or class templates. How to do it… In this recipe, we will find out the importance of templates, how to use them, and the advantages that using them provides us. If the implementation of a function or a class is the same but we need them to operate on different data types, it is advisable to use templates instead of writing a new class or function.

One can argue that we can overload a function to achieve the same thing, but keep in mind that while overloading a function, we can change the implementation based on the data type and we are still writing a new function. With templates, the implementation has to be the same for all data types.

This is the advantage of templates: writing one function is enough. We have used function templates and class templates in this example. The function template is defined in Source. The keyword class could be replaced by typename as well. The reason for two keywords is a historic one and we do not need to discuss it here. The remaining part of the function definition is normal, except instead of using a particular data type, we have used T.

So when we call the function from main, T gets replaced with the correct data type. In this way, by just using one function, we can print all data types.

We can even create our own data type and pass it to the function. We have selected a stack as it is a very popular data structure in games programming. The push function pushes an element onto the stack, whereas a pop removes an element from the stack.

The top function displays the top-most element of the stack and the empty function empties the stack. By using this generic stack class, we can store and display the data type of our choice.

One thing to be kept in mind while using templates is that the compiler must know at compile time the correct implementation of the template, so generally template definition and declaration are both done in the header file.

However, if you want to separate out the two, you can do so with two popular methods. One method is to have another header file and list the implementation at the end of it. The other implementation is to create an.

Introduction Data structures are used in the video games industry to organize code into more cleaner and more manageable. An average video game will have about 20, lines of code at least. If we do not use an effective storage system and structure to manage that code, it will become very difficult to debug. Also, we may end up writing the same code multiple times.

Data structures are also very useful for searching elements if we have a large data set. Let us consider that we are making a MMO. From the thousands of players online playing the game, we need to isolate a player who has the most points on a certain day. If we have not organized the user data into some meaningful data structure, this might take a long time.

On the other hand, using a suitable data structure can help us achieve this within seconds. Using more advanced data structures In this recipe, we will see how to use advanced data structures. The main task of a programmer is to choose the correct data structure based on the need, so that the time taken to store and parse the data is minimized.

Sometimes the choice of a correct data structure is more important than selecting a suitable algorithm to solve a problem. How to do it… In this recipe, we will see how easy it is to use advanced data structures and why we should use them. If we organize data into suitable structures, it becomes faster to access data and easier to apply complex algorithms to it.

Add the following lines of code to LinkedList. LinkedList ;. Add the following lines of code to HashTable. Add the following lines of code to HashTables. How it works… We have created this class to store different enemies using a hash table and then search for a particular enemy from the hash table using a key. The hash table in turn is created using a linked list. The main class contains a pointer reference of the struct called ITEM.

Apart from that, the class contains length of the data and member functions to insert an item, remove an item, find an element, display the entire list, and find the length of the list. A reference of the linked list is created along with the length of the hash table array and a private function to return an array location of a particular item in the hash table array.

Apart from that, the hash table has similar functionalities to the linked list, such as inserting an item, removing an item, and displaying the hash table. From the driver program, an object of the struct is created to initialize the items to be pushed into the hash table.

Then an object of the hash table is created and the items are pushed to the table and displayed. An item is also deleted from the table. Finally, a particular item called Enemy4 is searched and the next key is displayed. Using linked lists to store data In this recipe, we will see how we can use linked lists to store and organize data.

The main advantage of a linked list in the games industry is that it is a dynamic data structure. However, it is bad for searching and inserting elements, as you need to find the information. The search is O n. This means we can assign memory to this data structure at runtime. In games, most things are created, destroyed, and updated at runtime, so using a linked list is very suitable. Linked lists can also be used to create linear data structures such as stacks and queues, which are equally important in game programming.

How to do it… In this recipe, we will see how easy it is to use linked lists. Linked lists are a great way to store data and are used as base mechanics for other data structures:. How it works… A linked list is used to create a data structure that stores data, and a field that contains the address of the next node. A linked list is made up of nodes.

In our example, we have created a linked list using struct and used an iteration to populate the linked list. The main concept of a linked list, as explained before, is that it contains data of some kind and contains the address information of the next node. In our example, we have created a linked list to store the current level number and the address of the next level to be loaded. This kind of structure is really important in order to store the levels we want to load.

Just by traversing the linked list, we can load the levels in the correct order. Even checkpoints in the game can be programmed in a similar manner. In this type of data structure, the order in which the data is entered into the data structure is very important.

The last piece of data to be entered is the first piece of data to be deleted. That is why this is sometimes also referred to as the last in first out LIFO data structure. The process for entering data into a stack is called push, and the process of deleting data is called pop.

Sometimes we just want to print the value at the top of the stack, without deleting or popping. The stack is used in a variety of areas in the games industry, but especially when creating a UI system for a game. How to do it… In this recipe, we will find out how easy it is to use the stack data structure. A stack is one of the easiest data structures to implement and is used in multiple areas:.

While pushing an element, we need to check whether the stack is empty or already has some elements present.

While popping elements, we need to delete the element that is at the top of the stack and change the pointer address accordingly. While printing the UI elements of the stack, we traverse the entire stack and display them from the top. When we want to quit the game, we want the user to select the levels in reverse order. This can be easily achieved with a stack as explained in the previous example.

Using queues to store data A queue is an example of a dynamic data structure. This means the size of the queue can be changed at runtime. This is a huge advantage when it comes to programming in games. This makes it a first in first out FIFO data structure. Imagine, in a game, we have an inventory but we want to make the player use the first item he has picked up unless he manually changes to a different item.

This can be easily achieved by a queue. If we want to design it so that the current item switches to the most powerful item in the inventory, we can use a priority queue for that purpose.

How to do it… In this recipe, we will implement the queue data structure using a linked list. It is very easy to implement a queue and it is a very robust data structure to use:.

How it works… We have used an STL queue to create the queue structure, or rather use the queue structure. The queue structure, as we know, is important when we need to use the FIFO data structure. As in a First Person Shooter, we may want the user to use the first gun he picks up and the remaining guns be put in the inventory. This is an ideal case for a queue, as explained in the example. The front of the queue structure holds the first gun picked up, or the current gun, and the remaining guns are stored in the inventory in the order in which they were picked up.

Sometimes, we do want in our game that if we pick up a gun that is more powerful than the one we are using, it should automatically swap to that. In such a case, we can use a more specialized form of queue called a priority queue, where we need to use the same queue structure but just specify by what parameters the queue is to be sorted.

Using trees to store data A tree is an example of a non-linear data structure, unlike arrays and linked lists which are linear. A tree is often used in games that require hierarchy.



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