Lots of different things depend on the movement of the player, such as when to show the ax, when to begin animating the log, and when to move all the branches down a place. This video shows you how to set up the keyboard handling for the player chopping.
- [Instructor] In the previous video, we looked at…preparing and drawing the player and other sprites.…In this video, we are going to take a look…at setting up a new game, detecting the player chopping,…detecting a key being released,…and animating the chopped logs and the axe.…Lots of different things depend…on the movement of the player,…such as when to show the axe,…when to begin animating the log,…and when to move all the branches down a place.…It therefore makes sense to set up…the keyboard handling for the player chopping.…Once this is done,…we can put all the features we just mentioned…into the same part of the code.…
Let's think for a moment about…how we can detect keyboard presses.…In each frame, we test whether a particular keyboard key…is currently being held down.…If it is, we take action.…If the Escape key is being held down, we quit the game,…or if the Enter key is being held down, we restart the game.…So far this has been sufficient for our needs.…There is, however, a problem with this approach…when we try and handle the chopping of the tree.…
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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