You are now armed with the TextureHolder class to make sure that your zombie textures are easily available, as well as only loaded into the GPU once. Take a look into building a whole horde of them.
- [Instructor] Video four, the texture holder class.…Previously, we learned about the standard template library.…In this video, we're going to take a look…at coding the texture holder header file,…and the texture holder function.…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.…We will create a new type of class that overcomes…this problem and allows us to store just one…of each texture.…
We will also code the class in such a way…that there can only ever be one instance of it.…This type of class is called a singleton.…A singleton is a design pattern.…A way to structure our code that is proven to work.…Furthermore, we will also code the class so…that it can be used anywhere in our game code,…directly through the class name without access…to an instance.…Let's take a look at coding the texture holder header file.…Make the new header file.…Right click Header Files in the Solution Explorer…
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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