Since you have your TextureHolder class, you may as well be consistent and use it to load all your textures. Make some very small alterations to the existing code that loads textures for the background sprite sheet and the player.
- [Instructor] This is the sixth video of this section,…Creating a Horde and Bringing It Back to Life.…Previously, we looked at building the horde of zombies.…In this video we are going to take a look…at using the zombie class to create a horde…and bringing the horde back to life.…Now we have a class to create a living, attacking…and killable zombie.…We want to spawn a whole horde of them.…To achieve this we will write a separate function…and we will use a pointer so that we can refer to our horde.…That would declared in main…but configured in a different scope.…
Open the ZombieArena.h file…in Visual Studio and add these lines of code.…First we would add the #include directive.…That is #include "Zombie.h".…Then after int createBackground.…We are adding Zombie* createHorde function.…In that function the parameters…are int numZombies intRect arena.…Now that we have a prototype,…we can code the function definition,…so create a new CPP file…that will contain the function definition.…
Right click Source Files…in the Solution Explorer…
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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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