Provide the player the ability to change and modify their character to an extent.
- [Instructor] Hello guys.…We are now the new video,…Controlling the Game Camera with SFML View.…In the previous video,…we've learned how to build the player.…In this video, we're going to take a look at create,…and initialize a few instances of View.…Then, we will learn how to draw…sprites, text, and other objects to a view.…Finally, we will draw, or show, the window…and all its views for the current frame.…In my opinion, the SFML view class…is one of the neatest classes.…If after finishing this book,…you make games without using a media, or gaming library,…you will really notice the absence of View.…
The view class allows us to consider our game…as taking place in its own world,…with its own properties.…What do I mean?…When we create a game,…we are usually trying to create a virtual world.…That virtual world rarely, if ever,…is measured in pixels…and rarely, if ever, will that world…be exactly the same number of pixels…as the player's monitor.…We need a way to abstract the virtual world…we are building,…so that it can be whatever size or shape we like.…
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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