In this video, code a Pickup class that has a sprite. Add pickups to your game in just a few steps.
- [Instructor] Welcome to video four.…Coding a Class for Pickups.…Previously, we looked at giving the player a crosshair.…In this video, we're going to take a look at…coding the Pickup header file…and coding the Pickup class function definition.…Coding a class for Pickups.…We will code a Pickup class that has a Sprite,…member as well as other member data and functions.…We will add Pickups to our game in just a few steps.…First, we will code the Pickup.h file.…
This will reveal the details of the member data…and the prototypes for the functions.…Then we will code the Pickup.cpp file…which of course, will contain the definitions…for all the functions of the Pickup class.…As we step through it,…I will explain exactly how an object of type Pickup…will work and be controlled.…Finally, we will use the Pickup class…in the main function to spawn them,…update them, and draw them.…Let's get started with step one.…Coding the Pickup header file.…To make the new header file,…right-click Header Files in the Solution Explorer…
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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