If a variable is a box in which you can store a value of a specific type—like int, float, or char—then you can think of an array as a whole row of boxes. Learn about arrays in detail so you know how to use them.
- [Presenter] This is video, Arrays;…in the previous video, we looked at Loops,…in this video, we're going to take a look at declaring…and initializing the elements of an array;…let's start with understanding what an array is.…If a variable is a box in which we can store a value…of a specific type, like int, float, or char,…then we can think of an array as a whole row of boxes;…the row of boxes can be of almost any size and type,…including objects of classes, however, all the boxes…must be of the same type; this array sounds…like it could have been useful for our clouds…from section two, variables, operators and decisions…animating sprites.…
So, how do we go about creating and using an array?…Let's take a look at declaring an array;…we can declare an array of int-type variables like this,…now we have an array, called someInts,…that can store 10 int values;…at the moment, however, it is empty.…To add values into the elements of an array,…we can use the type of syntax we already are familiar with,…combined with some new syntax, known as "array notion;"…
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- Creating the main game loop
- Drawing the game background
- Handling errors
- Manipulating C++ variables
- Randomizing numbers
- Making decisions with if, else, and switch
- Moving game objects
- Pausing and restarting games
- Adding scoring and messages
- Using class enumerations and arrays
- Adding sound effects
- Object-oriented programming in C++
- C++ references
- Texture management
- Collision detection
- Implementing the HUD
- Finishing the game
Skill Level Beginner
1. C++, SFML, Visual Studio, and Starting the First Game
2. Variables, Operators, and Decisions
3. C++ Strings, SFML Time, Player Input, and HUD
4. Loops, Arrays, Switch, Enumerations, and Functions
5. Collisions, Sound, and End Conditions
6. Object-Oriented Programming, Classes, and SFML Views
7. C ++ References, Sprite Sheets, and Vertex Arrays
8. Pointers, the Standard Template Library, and Texture Management
9. Collision Detection, Pickups, and Bullets
10. Layering Views and Implementing the HUD
Updating the HUD each frame3m 24s
11. Sound Effects, File I/O, and Finishing the Game
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