In this video, learn how to manage the code for game.
- [John] Welcome to the last video of this section,…Starting Coding the Main Game Loop.…In the video we learned how to manage the code for game.…In this video we will be coding the input-handling…of the game loop.…Then we will initialize mouse World Position…using the SFML and draw the player to the screen.…By the end of this video,…we will be able to make our player character move around.…As you can see, the last part…of the highlighted code is the game loop.…It is this that we turn our attention to now.…
Specifically, we will be coding the input-handling section…of the game loop.…The next code that we will add is quite long.…There is nothing complicated about it,…and we will examine it all in a minute.…Add the highlighted code only into the main game loop.…In this code we instantiate an object of type Event.…We will use Event as we did in the timber project…to poll for system events.…We wrap the rest of the code from the previous block…in a while loop with the condition window.pollEvent.…
This will keep looping for each frame…
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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