This last video of the section guides you in using all the new C++ techniques to draw and move some branches on the tree.
- [Instructor] Hi, this is the last video of this section,…Growing the Branches.…In the previous video, we looked at getting started…with functions.…In this video, we are going to take a look at preparing,…updating, drawing, and moving the branches.…Now, as I've been promising for around the last…few videos, we'll use all the new C++ techniques…to draw and move some branches on our tree.…Add this code outside the main function.…Just to be absolutely clear, I mean before the code.…We just achieved quite a few things with that new code.…
First, we wrote a function prototype for our function…called updateBranches.…We can see that it does not return a value,…and it takes an int argument called seed.…We will write the function definition soon, and we will then…see exactly what it does.…Next, we declare a constant int called NUM_BRANCHES,…and initialize it to six.…There will be six moving branches on the tree,…and we will soon see how NUM_BRANCHES will be useful to us.…Follow this.…We declare an array of sprite objects called branches…
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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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