Now you have a class to create a living, attacking, and killable zombie. This video shows you how to spawn a whole horde of them.
- [Instructor] This is the fifth video of this section,…build a horde of zombies.…In the last video, we looked at texture holder class.…In this video, we are going to take a look…at coding the zombie.h file and zombie.cpp file.…Now we are armed with the texture holder class…to make sure that our zombie textures…are easily available, as well as only loaded…into the GPU once.…We can look into creating a whole horde of them.…We will store zombies in an array…and as the process of building and spawning…a horde of of zombies involves quite a few lines of code,…it's a good candidate for abstracting…to a separate function.…
Soon we will code the create horde function,…but first, of course, we need a zombie class.…Let's start with coding the zombie.h file.…The first step to building the class,…represent a zombie, is to code the member variables…and function prototypes in a header file.…First, right click Header Files in the Solution explorer…and select Add New Item.…Click the header file and then in the name field,…type zombie.h.…
This course was created and produced by Packt Publishing. We are honored to host this training in our library.
- 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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