Manage, change, or update easily with OOP.
[Instructor] Hi, and welcome to video…Object-Oriented Programming.…In the previous video we looked at Zombie Game Arena.…In this video we're going to take a look…at the basic features of OOP such encapsulation,…inheritance, polymorphism and so on.…Then we talk the code that we will be working with.…OOP is a programing paradigm…that we could consider almost a standard way to code.…It is true there are non OOP ways to code,…and there are even some non OOP…game coding languages and libraries.…
However, starting from scratch as this book does,…there is no reason to do things any other way.…When the benefits of OOP become apparent,…you will never look back.…OOP will make our code easier to manage,…change or update,…make our code quicker and more reliable to write,…make it possible to easily use other people's code.…We have already seen the third benefit in action.…Let's look at the first two benefits…by introducing a problem that needs solving.…The problem we are faced with is the complexity…of the current project.…
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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