Modify code and restart the game.
- [Instructor] Welcome to the next video,…Restarting the Game.…In the previous video,…we discuss how the player can level up between waves.…In this video,…we are going to reset the ammo,…gun, wave, and finally score to zero…at the start of each new game.…We already determined the size of the arena…and the number of zombies…by the value of the wave variable.…We must also reset the properties…at the start of each new game.…So in the handle input section,…that is, inside the event handling section of the code,…we need to add this highlighted code.…
First, we are setting wave equal to zero,…score equal to zero,…then current bullet,…bullet spare,…bullets in clip,…clip size,…fire rate,…then reset player set.…Now we can play the game.…The player can get even more powerful…and the zombies will get even more numerous…within an arena of increasing size,…until he dies, then it all starts again.…In this video, we learned how to restart the game.…In the next video,…we will see how to add other sounds to the game.…
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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