Now that you've given the player bullets, you need to make them usable. This video shows you how to get the bullets working.
- [John] Hi, this is the second video of…this section, Making the Bullets Fly.…In the previous video, we looked at coding the Bullet class.…In this video, we are going to take a look…at including the Bullet class,…control of variables and the Bullet array,…loading the gun, shooting,…updating, and drawing the bullet.…We'll make the bullets unstable with these six steps.…First, add the necessary include directive…for the bullet class.…Then, add some control variables and an array…to hold some bullet instances.…
Next, handle the player pressing R to reload.…Fourth, handle the player pressing…the left mouse button to fire a bullet.…Fifth, update all bullets that are in flight in each frame.…Lastly, draw the bullets that are in flight in each frame.…Let's get started.…In the Zombie Arena CPP, add the include directive…to make the Bullet class available.…Here, we have added the required include directive.…
Now, do the next step.…We have to add some more variables.…Add this highlighted set of code…just before our main game loop.…
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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