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.…
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Released
12/4/2017This 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
- Looping
- Using class enumerations and arrays
- Adding sound effects
- Object-oriented programming in C++
- C++ references
- Pointers
- Texture management
- Collision detection
- Implementing the HUD
- Finishing the game
Skill Level Beginner
Duration
Views
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1. C++, SFML, Visual Studio, and Starting the First Game
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The course overview4m 25s
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The games, C++, and SFML4m 22s
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Starting to code the game8m 38s
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Opening a window using SFML5m 26s
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The main game loop4m 31s
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Drawing the game background3m 35s
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Handling errors3m 25s
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2. Variables, Operators, and Decisions
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C++ variables6m 1s
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Manipulating variables3m 3s
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Random numbers3m 22s
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Timing4m 13s
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3. C++ Strings, SFML Time, Player Input, and HUD
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Adding a score and a message6m 34s
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Adding a time bar6m 7s
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4. Loops, Arrays, Switch, Enumerations, and Functions
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Loops5m 3s
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Arrays4m 5s
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Making decisions with switch1m 48s
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Class enumerations2m 13s
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Getting started with functions10m 35s
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Growing the branches8m 7s
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5. Collisions, Sound, and End Conditions
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Handling the player's input8m 46s
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Handling death1m 49s
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Simple sound FX3m 46s
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6. Object-Oriented Programming, Classes, and SFML Views
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Object-oriented programming16m 21s
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Building player: The first class21m 28s
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Managing the code files1m 45s
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7. C ++ References, Sprite Sheets, and Vertex Arrays
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C++ references6m 37s
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Using the background2m 43s
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8. Pointers, the Standard Template Library, and Texture Management
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Working with pointers8m 31s
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The TextureHolder class5m 57s
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Building a horde of zombies10m 13s
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9. Collision Detection, Pickups, and Bullets
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Coding the bullet class11m 2s
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Making the bullets fly7m 50s
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Coding a class for pickups11m 56s
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Using the pickup class3m 2s
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Detecting collisions8m 12s
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10. Layering Views and Implementing the HUD
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Updating the HUD each frame3m 24s
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11. Sound Effects, File I/O, and Finishing the Game
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Preparing sound effects1m 32s
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Leveling up2m 40s
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Restarting the game1m 4s
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Video: Handling the player's input