Abstract
In this chapter we’ll make our own 2D arcade games, putting together what we’ve got so far for a time-wasting experience to make others goof off so we can shine. Or something like that. The new things we need are better mouse and keyboard interaction, and collisions of objects.
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- 1.
using newTypeName = existingType; makes newTypeName an alias for the existingType. Use it for clarity as needed.
The old style of this, which you may see sometimes, is typedef existingType newTypeName;.
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© 2019 Will Briggs
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Briggs, W. (2019). Making an Arcade Game: Input, Collisions, and Putting It All Together. In: C++ for Lazy Programmers. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-5187-4_12
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DOI: https://doi.org/10.1007/978-1-4842-5187-4_12
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-5186-7
Online ISBN: 978-1-4842-5187-4
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