An enumeration is a list of all the possible values in a logical collection. They make the code clearer and less error-prone. Learn how to use class enumerations.
- [John] This is the video Class Enumerations.…Previously, we looked at making decisions with Switch.…In this video, we're going to take a look…at enumeration declaration.…An enumeration is a list of all the possible values…in a logical collection.…C + + enumerations are a great way of,…well, enumerating things.…For example, if our game uses variables…which can only be in a specific range of values.…And if those values could logically form…a collection or a set,…then enumerations are probably appropriate to use.…
Then we will make our code clearer and less error prone.…To declare a class enumeration in C + +,…we use two key words, enum and class, together,…followed by the name of the enumeration,…followed by the values the enumeration can contain…enclosed in a par of curly braces.…As an example, examine this enumeration declaration.…Note that it is conventional to declare…the possible values from the enumeration all in uppercase.…Note, at this point, we have not declared…any instances of zombie type, just the type itself.…
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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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