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Beginning C Through Game Programming 4th Edition
Michael Dawson Digital Instant Download
Author(s): Michael Dawson
ISBN(s): 9781305109919, 1305109910
Edition: 4
File Details: PDF, 8.88 MB
Year: 2014
Language: english
BEGINNING C++ THROUGH GAME
PROGRAMMING, FOURTH EDITION
MICHAEL DAWSON
2
Beginning C++ Through Game Programming, Fourth Edition
Michael Dawson
3
For permission to use material from this text or product, submit all
requests online at cengage.com/permissions.
4
To my sweet, tough cookie—for all of the help, support,
understanding (and distractions) you offered.
5
ACKNOWLEDGMENTS
Every book you’ve ever read perpetuates a big fat lie. And I’m here to out the
publishing industry’s dirty little secret: Books are not “by” only one person.
Yes, you see only one name on many book covers (including this one), but it
takes a team of dedicated people to pull off the final product. Authors could
not do it alone; I certainly could not have done it alone. So I want to thank all
those who helped make this new edition a reality.
Thanks to Dan Foster, who pulled double duty as both Project Editor and
Copy Editor. Dan was able to help improve a book that had already seen
multiple editors.
Thanks to Joshua Smith, my Technical Reviewer, who made sure my
programs worked as advertised.
Thanks to Kelly Talbot, my Proofreader, whose work makes this book look
good—literally.
I also want to thank Emi Smith, my Senior Acquisitions Editor, for all of her
encouragement.
Finally, I want to thank all of the game programmers who created the games I
played while growing up. They inspired me to work on small games of my
own and to eventually work in the game industry. I hope I can inspire a few
readers to do the same.
6
ABOUT THE AUTHOR
Mike got his start in the game industry as a producer and designer, but he also
“starred” in an adventure game in which the player controls the main
character, named Mike Dawson. In the game, the player directs the digitized
images of Dawson, who must stop an extraterrestrial invasion before an
implanted alien embryo is born from his head.
In real life, Mike is the author of Beginning C++ Through Game
Programming, Python Programming for the Absolute Beginner, C++
Projects: Programming with Text-Based Games, and Guide to Programming
with Python. He earned his bachelor’s degree in Computer Science from the
University of Southern California. Visit his website at
www.programgames.com to learn more or to get support for any of his books.
7
CONTENTS
Introduction
8
Declaring Variables
Naming Variables
Assigning Values to Variables
Initializing Variables
Displaying Variable Values
Getting User Input
Defining New Names for Types
Understanding Which Types to Use
Performing Arithmetic Operations with Variables
Introducing the Game Stats 2.0 Program
Altering the Value of a Variable
Using Combined Assignment Operators
Using Increment and Decrement Operators
Dealing with Integer Wrap Around
Working with Constants
Introducing the Game Stats 3.0 Program
Using Constants
Using Enumerations
Introducing Lost Fortune
Setting Up the Program
Getting Information from the Player
Telling the Story
Summary
Questions and Answers
Discussion Questions
Exercises
9
Creating Two Ways to Branch
Using a Sequence of if Statements with else Clauses
Introducing the Score Rater 3.0 Program
Creating a Sequence of if Statements with else Clauses
Using the switch Statement
Introducing the Menu Chooser Program
Creating Multiple Ways to Branch
Using while Loops
Introducing the Play Again Program
Looping with a while Loop
Using do Loops
Introducing the Play Again 2.0 Program
Looping with a do Loop
Using break and continue Statements
Introducing the Finicky Counter Program
Creating a while (true) Loop
Using the break Statement to Exit a Loop
Using the continue Statement to Jump Back to the Top of a
Loop
Understanding When to Use break and continue
Using Logical Operators
Introducing the Designers Network Program
Using the Logical AND Operator
Using the Logical OR Operator
Using the Logical NOT Operator
Understanding Order of Operations
Generating Random Numbers
Introducing the Die Roller Program
Calling the rand( ) Function
Seeding the Random Number Generator
Calculating a Number within a Range
Understanding the Game Loop
Introducing Guess My Number
Applying the Game Loop
Setting Up the Game
Creating the Game Loop
Wrapping Up the Game
10
Summary
Questions and Answers
Discussion Questions
Exercises
11
Welcoming the Player
Entering the Game Loop
Saying Goodbye
Summary
Questions and Answers
Discussion Questions
Exercises
12
Examining Element Insertion and Deletion
Examining Other STL Containers
Planning Your Programs
Using Pseudocode
Using Stepwise Refinement
Introducing Hangman
Planning the Game
Setting Up the Program
Initializing Variables and Constants
Entering the Main Loop
Getting the Player’s Guess
Ending the Game
Summary
Questions and Answers
Discussion Questions
Exercises
13
Accessing Global Variables
Hiding Global Variables
Altering Global Variables
Minimizing the Use of Global Variables
Using Global Constants
Using Default Arguments
Introducing the Give Me a Number Program
Specifying Default Arguments
Assigning Default Arguments to Parameters
Overriding Default Arguments
Overloading Functions
Introducing the Triple Program
Creating Overloaded Functions
Calling Overloaded Functions
Inlining Functions
Introducing the Taking Damage Program
Specifying Functions for Inlining
Calling Inlined Functions
Introducing the Mad Lib Game
Setting Up the Program
The main( ) Function
The askText( ) Function
The askNumber( ) Function
The tellStory( ) Function
Summary
Questions and Answers
Discussion Questions
Exercises
14
Passing by Value
Passing by Reference
Passing References for Efficiency
Introducing the Inventory Displayer Program
Understanding the Pitfalls of Reference Passing
Declaring Parameters as Constant References
Passing a Constant Reference
Deciding How to Pass Arguments
Returning References
Introducing the Inventory Referencer Program
Returning a Reference
Displaying the Value of a Returned Reference
Assigning a Returned Reference to a Reference
Assigning a Returned Reference to a Variable
Altering an Object through a Returned Reference
Introducing the Tic-Tac-Toe Game
Planning the Game
Setting Up the Program
The main( ) Function
The instructions( ) Function
The askYesNo( ) Function
The askNumber( ) Function
The humanPiece( ) Function
The opponent( ) Function
The displayBoard( ) Function
The winner( ) Function
The isLegal( ) Function
The humanMove( ) Function
The computerMove( ) Function
The announceWinner( ) Function
Summary
Questions and Answers
Discussion Questions
Exercises
15
Introducing the Pointing Program
Declaring Pointers
Initializing Pointers
Assigning Addresses to Pointers
Dereferencing Pointers
Reassigning Pointers
Using Pointers to Objects
Understanding Pointers and Constants
Using a Constant Pointer
Using a Pointer to a Constant
Using a Constant Pointer to a Constant
Summarizing Constants and Pointers
Passing Pointers
Introducing the Swap Pointer Version Program
Passing by Value
Passing a Constant Pointer
Returning Pointers
Introducing the Inventory Pointer Program
Returning a Pointer
Using a Returned Pointer to Display a Value
Assigning a Returned Pointer to a Pointer
Assigning to a Variable the Value Pointed to by a Returned
Pointer
Altering an Object through a Returned Pointer
Understanding the Relationship between Pointers and Arrays
Introducing the Array Passer Program
Using an Array Name as a Constant Pointer
Passing and Returning Arrays
Introducing the Tic-Tac-Toe 2.0 Game
Summary
Questions and Answers
Discussion Questions
Exercises
16
Defining a Class
Defining Member Functions
Instantiating Objects
Accessing Data Members
Calling Member Functions
Using Constructors
Introducing the Constructor Critter Program
Declaring and Defining a Constructor
Calling a Constructor Automatically
Setting Member Access Levels
Introducing the Private Critter Program
Specifying Public and Private Access Levels
Defining Accessor Member Functions
Defining Constant Member Functions
Using Static Data Members and Member Functions
Introducing the Static Critter Program
Declaring and Initializing Static Data Members
Accessing Static Data Members
Declaring and Defining Static Member Functions
Calling Static Member Functions
Introducing the Critter Caretaker Game
Planning the Game
Planning the Pseudocode
The Critter Class
The main( ) Function
Summary
Questions and Answers
Discussion Questions
Exercises
17
Creating Friend Functions
Overloading Operators
Dynamically Allocating Memory
Introducing the Heap Program
Using the new Operator
Using the delete Operator
Avoiding Memory Leaks
Working with Data Members and the Heap
Introducing the Heap Data Member Program
Declaring Data Members that Point to Values on the Heap
Declaring and Defining Destructors
Declaring and Defining Copy Constructors
Overloading the Assignment Operator
Introducing the Game Lobby Program
The Player Class
The Lobby Class
The Lobby::AddPlayer( ) Member Function
The Lobby::RemovePlayer( ) Member Function
The Lobby::Clear( ) Member Function
The operator<<( ) Member Function
The main( ) Function
Summary
Questions and Answers
Discussion Questions
Exercises
18
Introducing the Overriding Boss Program
Calling Base Class Constructors
Declaring Virtual Base Class Member Functions
Overriding Virtual Base Class Member Functions
Calling Base Class Member Functions
Using Overloaded Assignment Operators and Copy Constructors
in Derived Classes
Introducing Polymorphism
Introducing the Polymorphic Bad Guy Program
Using Base Class Pointers to Derived Class Objects
Defining Virtual Destructors
Using Abstract Classes
Introducing the Abstract Creature Program
Declaring Pure Virtual Functions
Deriving a Class from an Abstract Class
Introducing the Blackjack Game
Designing the Classes
Planning the Game Logic
The Card Class
The Hand Class
The GenericPlayer Class
The Player Class
The House Class
The Deck Class
The Game Class
The main( ) Function
Overloading the operator<<( ) Function
Summary
Questions and Answers
Discussion Questions
Exercises
Appendix A Creating Your First C++ Program
19
Appendix E Escape Sequences
Index
20
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