Manage the code to reduce its length and make it concise.
- [Instructor] Hey, welcome back.…We will now check on the next video…Managing the Code Files.…In the previous video…we learned how to start the game engine.…In this video we are going to create…our own collapsible blocks.…We will then see how to expand and contract the block.…and by the end we will have the much manageable code.…One of the advantages of abstraction…using classes and functions is that the length…of our code files can be reduced.…Even though we build using more than a dozen code files…for this project.…
The length of the code in Zombie Arena cpp…will still get a little unwieldily towards the end.…In the final project, we will look at even more ways…to abstract and manage our code.…For now, use this tip to keep things manageable…notice on the left hand side of the code…editor and visual studio, there are a number of plus…and minus signs.…There will be one sign for each block of the code.…You can expand and collapse…these blocks by clicking on the plus and minus signs.…I recommend keeping all the code not currently under…
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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