The Player class benefits from knowing a few details about the overall environment the game is running in.
- [Instructor] Welcome to the new video of this section,…Building Player - The First Class.…In the previous video,…we talked about loops bsics and the code.…In this video,…we're going to begin coding the player class header file…and then move on to coding…the player class function definitions.…Let's think about what our Player class will need to do.…The class will need to know how fast it can move,…where in the game world it currently is,…and how much health it has.…As the Player class in the player's eyes…is represented as a 2D graphical character,…the class will need both a sprite…and a texture object.…
Furthermore,…although the reasons might not be obvious at this point,…our Player class will also benefit from knowing…a few details about the overall environment…the game is running in.…These details are screen resolution,…the size of the tiles that make up an arena,…and the overall size of the current arena.…As the player class will be taking full responsibility…for updating itself each frame,…it will need to know the player's intentions…
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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