If you don't know how the game is going to work on the screen, how can you possibly make it work in code? Learn how to plan the game and create a new project from the reusable project template.
- [Instructor] In the last video we looked at…setting up development environment.…In this video, we will take a look at the mechanisms of…Timber and learn how to create a project from the template.…Let's start with planning Timber.…The features and objects of a game,…which define the gameplay, are know as the mechanics.…The basic mechanics of the game are:…time is always running out pal,…get more time by chopping the tree,…chopping the tree causes the branches to fall,…the player must avoid the falling branches,…repeat until the time runs out or the player is squished.…
Take a look at the screenshot of the game.…You can see that we have these features.…Player's current score.…Each time the player chops a log he will get one point.…You can chop a log with either the left or the right arrow.…Player character.…Each time the player chops he will move…or stay on the same side of the tree.…Therefore the player must be careful…which side he chooses to chop.…When the player chops, a simple x graphic will appear…in the player character's hands.…
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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