Start the game engine by using the updated code.
- [Narrator] Hi, let's move on to video.…Starting the Zombie Arena Game Engine.…The previous video we learned…how to control the game arena.…In this video, we are going to main function,…and some include directives,…and also create an SFML view object.…Then we will use the player class within our code,…and finally, we will access the size…and location details of the current arena.…In this game, we will need a slightly…upgraded game engine in main.…
In particular, we will have an enumeration called state,…which will track what the current state of the game is.…Then, throughout main, we can wrap parts of our code…so that different things happen in different states.…Right click on the HelloSFML file…in the solution explorer, and select rename.…Change the name to ZombieArena CPP.…This will be the file that contains our main function,…and the code that instantiates and controls all our classes.…
We begin with a now familiar main function,…and some include directives.…Note the addition of an include…directive for the player class.…
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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