Intermediate C++ Game Programming Tutorial 17

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This two-part lesson teaches the basics of inheritance, how it works and what motivates its use, with ample concrete coding examples. Also taught here is the keyword mutable, for some reason.

Topics Covered

Part 1

  • How to inherit from a class
  • Referencing a child type with a parent reference/ptr
  • Inheritance and constructors
  • Overriding parent functions
  • Invoking overridden versions of functions
  • Access specifier protected

Part 2

  • Hierarchical inheritance
  • Abstract vs. concrete classes
  • mutable data members

Video Timestamp Index

Part 2 Class Specification

All of the MemeFighter entities of the system will have the following shared functionality:

  • Member data for name (string), hp, speed, and power (int)
  • Getters for name, initiative (speed + 2d6), and alive state
  • Punch function that takes a different entity and applies damage (str + 2d6) to it
  • Tick function where the entity recovers 1d6 hp

Functions should narrate actions / effects when it makes sense. Tests should be made to check whether an entity is alive before an action is performed (dead characters can't punch, recover, etc.)

There are two concrete MemeFighter entites: MemeFrog and MemeStoner


  • Has 69 hp, 7 speed, and 14 power
  • Has a SpecialMove function that takes an entity and has a 1/3 chance of dealing 3d6 + 20 damage
  • Takes 1d6 of damage every turn


  • Has 80 hp, 4 speed, and 10 power
  • Has a SpecialMove function that takes no parameters and has a 1/2 chance of adding 3 speed, increasing power by 69/42, adding 10 hp, and adding to the entity's name

Source Code

Inheritance Github Repository


C++ FAQ on protected
Stack Overflow question about inheritance

See also