Chapter 1, C++, SFML, Visual Studio, and Starting the First Game, this is quite a hefty first
chapter, but we will learn absolutely everything we need in order to have the first part of
our first game up and running. Here is what we will do:
Find out more about the games we will build
Learn a bit about C++
Explore SFML and its relationship with C++
Look at the software, Visual Studio, that we will use throughout the book
Set up a game development environment
Create a reusable project template, which will save a lot of time
Plan and prepare for the first game project, Timber!!!
Write the first C++ code of the book and make a runnable game that draws a
background
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:
Learn all about C++ variables
See how to manipulate the values stored in variables
Add a static tree, ready for the player to chop
Draw and animate a bee and three clouds

Chapter 3, C++ Strings, SFML Time – Player Input, and HUD, in this chapter, we will spend
around half the time learning how to manipulate text and display it on the screen, and the
other half looking at timing and how a visual time-bar can inform the player and create a
sense of urgency in the game. We will cover:
Pausing and restarting the game
C++ strings
SFML text and SFML font classes
Adding a HUD to Timber!!!
Adding a time-bar to Timber!!!

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