Thousands of zombies represent a new challenge. Not only would loading, storing, and manipulating thousands of copies of three different zombie textures take up a lot of memory, but also a lot of processing power. This video shows you to use the TextureHo
- [Instructor] Hey, welcome to video three,…the standard template library.…In the previous video we learned how to work with pointers.…In this video we're going to take a look at Map…and different operations with Map.…The STL is a collection of data containers…and ways to manipulate the date we put in those containers.…Or to be more specific, it is a way to store…and manipulate different types of C++ variables…and classes.…We can think of the different containers…as customized and more advanced arrays.…
The STL is part of C++.…It is not an optional thing that needs…to be set up, such as SFML.…The STL is part of C++ because its containers,…and the code that manipulates them,…is fundamental to many types of code that many apps…will need to use.…In short, the STL implements code that we,…and just about every C++ programmer is almost bound…to need at least at some point,…and probably quite regularly.…If we were to write our own code to contain and manage…our data, then it is unlikely we would write it…as efficiently as the people who wrote the STL.…
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- 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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