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C++ help

13 replies to this topic

#1Code_Black  Members

Posted 19 March 2017 - 07:45 PM

Hi guys. I really want to learn how to create games. I have a basic understanding of C++ and have tried to find good high quality tutorials online but there are so many it's difficult to break through the noise as well as they all have different programming styles. If anyone knows of good paid or free tutorials. It would be greatly appreciated. Thank you

#2pixnbgames  Members

Posted 20 March 2017 - 01:14 AM

Hi @Code_Black,

There are a lot of game engines, each of them with determined supported languages. As you say you have a basic undertand of C++, I can recommended you Cocos2d-x (http://www.cocos2d-x.org/). If you like, there are books and many resources to learn it. I will only put two sites:

I hope this is helpfull for you,

Regards

My Projects on iOS and Android

#3GibbonThatCodes  Members

Posted 20 March 2017 - 04:01 AM

If you want some fun / more code based working for 3D stuff using DirectX a fair good book in my opinion is "Introduction to 3D Game Programming with DirectX 12" by Frank Luna. Back when I was in uni I read / worked through the DX9 version, Also do own the DX12 version but havnt had time to read though.

Good for like an intro to how direct x works and getting some basic stuff running without like the use of pre-built game engines etc

#4Kazuo5000  Members

Posted 20 March 2017 - 04:23 AM

I highly recommend the Handmade Hero series (https://hero.handmade.network/episodes). You'll learn a lot about the underlying stuff that the engines, you may use, do. There is a lot of material and he explains it in depth and from someone who has made game professionally.

#5Code_Black  Members

Posted 20 March 2017 - 06:34 AM

Yes I'm trying to fucus on C++/sfml. So anything on those subjects wolud be great.

#6Alberth  Members

Posted 20 March 2017 - 09:47 AM

From a game development perspective, the following is useful

https://www.gamedev.net/resources/_/technical/game-programming/your-first-step-to-game-development-starts-here-r2976

#7Khatharr  Members

Posted 20 March 2017 - 05:24 PM

https://www.amazon.com/C-Programming-Language-4th/dp/0321563840

SFML is really quite straightforward. If you find yourself getting lost in it then you're most likely encountering generic gamedev patterns that you're not familiar with. If you get stuck on something specific you can ask a question here on the forum, or if you're stuck on something general you may have better luck in the chat.

void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.

#8Code_Black  Members

Posted 20 March 2017 - 05:50 PM

Yes I was hoping someone could help me with some generic code. So I have a player with a x,y location and I'm trying to figure out how to rotate the weapon around the player so it's always on one side. Thanks

#9_Turms_  Members

Posted 21 March 2017 - 03:00 AM

I strongly recommend to have a look at the tutorial series "sparky game engine" from Cherno, on YouTube. It focuses more on creating a basic engine than creating a game itself. He also gives a good introduction to c++.

You can also give a look to "thin matrix", on you tube. He codes in Java though.

#10the incredible smoker  Members

Posted 22 March 2017 - 07:48 AM

Hi, for a 2D game, you can use sinf & cosf, multiply that by the distance, add this to your player coordinates,

now you have your rotated gun position,

You should learn about matrices, a matrix contains position and rotation, in DX9 there are functions to change & rotate stuff.

Edited by the incredible smoker, 22 March 2017 - 07:50 AM.

S T O P   C R I M E !

Visual Pro 2005 C++ DX9 Cubase VST 3.70  Working on : LevelContainer class & LevelEditor

#11Code_Black  Members

Posted 22 March 2017 - 12:36 PM

Yes thank you do you think you could take at my code and help me with that?
#include <iostream>
#include <SFML/Graphics.hpp>
#include<cmath>
//#include"block.h"
//sf::RenderWindow win(sf::VideoMode(800,600),"RPG");
using namespace std;
enum class State{PAUSE,PLAYING};

class Block{
sf::Texture tex;
sf::Sprite spr;
sf::Vector2f pos;

public:
int pos_i;
Block(float x=0.f,float y=0.f,float hi=0.f,float wd=0.f){

sf::Vector2f size(hi,wd);
pos.x=x; pos.y=y;
spr.setTexture(tex);
spr.setTextureRect(sf::IntRect(0,0,size.x,size.y));
spr.setPosition(sf::Vector2f(x,y));
}

void draw(sf::RenderWindow* win){

win->draw(spr);
}

void set_size(sf::Vector2f size){spr.setTextureRect(sf::IntRect(0,0,size.x,size.y));}
sf::Vector2f get_pos(){return pos;}
sf::Sprite& get_tex(){return spr;}

void set_pos(sf::Vector2f pos){spr.move(pos);}
};

class weapon{
Block blc;
bool m_up;
bool m_dn;
bool m_lt;
bool m_rt;
sf::Vector2f m_res;

public:
weapon():blc(0,0,8,8){}
void move_rt(){m_rt=true;}
void move_lt(){m_lt=true;}
void move_up(){m_up=true;}
void move_dn(){m_dn=true;}

void stop_rt(){m_rt=false;}
void stop_lt(){m_lt=false;}
void stop_up(){m_up=false;}
void stop_dn(){m_dn=false;}
void setPos(sf::Vector2f pos){blc.set_pos(pos);}
sf::Sprite getWep(){return blc.get_tex();}
void update( sf::Vector2f pos ,sf::Vector2i mse_pos){

if(m_up)
blc.set_pos(pos - sf::Vector2f(0.f,10.f));
if(m_dn)
blc.set_pos(pos + sf::Vector2f(0.f,10.f));
if(m_rt)
blc.set_pos(pos - sf::Vector2f(10.f,0.f));
if(m_lt)
blc.set_pos(pos + sf::Vector2f(10.f,0.f));

float angle=(atan2(mse_pos.y-m_res.y/2,mse_pos.x-m_res.x/2))*180/3.14f;

blc.get_tex().setRotation(angle);
}

};

class Player{
Block blc;
weapon Weapon;
sf::Vector2f m_res;

bool m_up;
bool m_dn;
bool m_lt;
bool m_rt;

float m_speed;
sf::Time last_hit;

public:
Player():blc(0,0,16,16){

}

void spawn(sf::Vector2f res,sf::Vector2f loc){
blc.set_pos(loc);
Weapon.setPos(sf::Vector2f(loc.x+5.0f,loc.y+5.0));

m_res.x=res.x;
m_res.y=res.y;

}
weapon& getWep(){return Weapon;}
bool hit(sf::Time time_hit);
sf::FloatRect get_pos(){return blc.get_tex().getGlobalBounds();}
sf::Vector2f get_cen(){return blc.get_pos();}
float get_rot(){return blc.get_tex().getRotation();}
sf::Sprite get_pla(){return blc.get_tex();}

void move_rt(){m_rt=true;}
void move_lt(){m_lt=true;}
void move_up(){m_up=true;}
void move_dn(){m_dn=true;}

void stop_rt(){m_rt=false;}
void stop_lt(){m_lt=false;}
void stop_up(){m_up=false;}
void stop_dn(){m_dn=false;}

void update( sf::Vector2f pos ,sf::Vector2i mse_pos){

if(m_up)

blc.set_pos(pos - sf::Vector2f(0.f,10.f));
if(m_dn)
blc.set_pos(pos + sf::Vector2f(0.f,10.f));
if(m_rt)
blc.set_pos(pos - sf::Vector2f(10.f,0.f));

if(m_lt)
blc.set_pos(pos + sf::Vector2f(10.f,0.f));

float angle=(atan2(mse_pos.y-m_res.y/2,mse_pos.x-m_res.x/2))*180/3.14f;

blc.get_tex().setRotation(angle);
}

};

#12Lactose  GDNet+

Posted 22 March 2017 - 02:18 PM

Please use the code tags when posting code.

In the editor it's the button that looks like <>.

Hello to all my stalkers.

#13Code_Black  Members

Posted 22 March 2017 - 02:33 PM

Yes this is my first time. I'm new to this whole thing so thanks for all the feedback.

Yes thank you do you think you could take at my code and help me with that?
#include <iostream>
#include <SFML/Graphics.hpp>
#include<cmath>
//#include"block.h"
//sf::RenderWindow win(sf::VideoMode(800,600),"RPG");
using namespace std;
enum class State{PAUSE,PLAYING};
class Block{
sf::Texture tex;
sf::Sprite spr;
sf::Vector2f pos;
public:
int pos_i;
Block(float x=0.f,float y=0.f,float hi=0.f,float wd=0.f){
sf::Vector2f size(hi,wd);
pos.x=x; pos.y=y;
spr.setTexture(tex);
spr.setTextureRect(sf::IntRect(0,0,size.x,size.y));
spr.setPosition(sf::Vector2f(x,y));
}
void draw(sf::RenderWindow* win){
win->draw(spr);
}
void set_size(sf::Vector2f size){spr.setTextureRect(sf::IntRect(0,0,size.x,size.y));}
sf::Vector2f get_pos(){return pos;}
sf::Sprite& get_tex(){return spr;}
void set_pos(sf::Vector2f pos){spr.move(pos);}
};
class weapon{
Block blc;
bool m_up;
bool m_dn;
bool m_lt;
bool m_rt;
sf::Vector2f m_res;
public:
weapon():blc(0,0,8,8){}
void move_rt(){m_rt=true;}
void move_lt(){m_lt=true;}
void move_up(){m_up=true;}
void move_dn(){m_dn=true;}
void stop_rt(){m_rt=false;}
void stop_lt(){m_lt=false;}
void stop_up(){m_up=false;}
void stop_dn(){m_dn=false;}
void setPos(sf::Vector2f pos){blc.set_pos(pos);}
sf::Sprite getWep(){return blc.get_tex();}
void update( sf::Vector2f pos ,sf::Vector2i mse_pos){
if(m_up)
blc.set_pos(pos - sf::Vector2f(0.f,10.f));
if(m_dn)
blc.set_pos(pos + sf::Vector2f(0.f,10.f));
if(m_rt)
blc.set_pos(pos - sf::Vector2f(10.f,0.f));
if(m_lt)
blc.set_pos(pos + sf::Vector2f(10.f,0.f));
float angle=(atan2(mse_pos.y-m_res.y/2,mse_pos.x-m_res.x/2))*180/3.14f;
blc.get_tex().setRotation(angle);
}
};
class Player{
Block blc;
weapon Weapon;
sf::Vector2f m_res;
bool m_up;
bool m_dn;
bool m_lt;
bool m_rt;
float m_speed;
sf::Time last_hit;
public:
Player():blc(0,0,16,16){
}
void spawn(sf::Vector2f res,sf::Vector2f loc){
blc.set_pos(loc);
Weapon.setPos(sf::Vector2f(loc.x+5.0f,loc.y+5.0));
m_res.x=res.x;
m_res.y=res.y;
}
weapon& getWep(){return Weapon;}
bool hit(sf::Time time_hit);
sf::FloatRect get_pos(){return blc.get_tex().getGlobalBounds();}
sf::Vector2f get_cen(){return blc.get_pos();}
float get_rot(){return blc.get_tex().getRotation();}
sf::Sprite get_pla(){return blc.get_tex();}
void move_rt(){m_rt=true;}
void move_lt(){m_lt=true;}
void move_up(){m_up=true;}
void move_dn(){m_dn=true;}
void stop_rt(){m_rt=false;}
void stop_lt(){m_lt=false;}
void stop_up(){m_up=false;}
void stop_dn(){m_dn=false;}
void update( sf::Vector2f pos ,sf::Vector2i mse_pos){
if(m_up)
blc.set_pos(pos - sf::Vector2f(0.f,10.f));
if(m_dn)
blc.set_pos(pos + sf::Vector2f(0.f,10.f));
if(m_rt)
blc.set_pos(pos - sf::Vector2f(10.f,0.f));
if(m_lt)
blc.set_pos(pos + sf::Vector2f(10.f,0.f));
float angle=(atan2(mse_pos.y-m_res.y/2,mse_pos.x-m_res.x/2))*180/3.14f;
blc.get_tex().setRotation(angle);
}
};

yes I forgot player/weapon update in main

sf::Vector2f plaPos(pla.get_cen());
pla.update(plaPos,sf::Mouse::getPosition());
pla.getWep().update(plaPos,sf::Mouse::getPosition());
}

#14Josh Petrie  Moderators

Posted 22 March 2017 - 07:02 PM