- Hi, this is the last video of this section,…Using the TextureHolder Class for All Textures.…In the previous video, we looked at creating…the zombie horde and bringing it back to life.…In this video, we are going to change the way…the background and the player get textures.…Since we have our TextureHolder class,…we might as well be consistent,…and use it to load all our textures.…Let's make some very small alterations…to the existing code that loads textures…for the background spreadsheet and the player,…thus changing the way the background…gets its textures in the ZombieArena.cpp file.…
Find this code that I've highlighted.…These lines are just before the main game loop…and below Create the background.…We have to delete these lines and replace them with this.…In this way, we'll be loading our texture…using new TextureHolder Class.…Don't forget to add the semicolon at the end,…and then save the file.…
Let's now change the way player gets its texture.…In the Player.cpp file, inside the constructor,…find this code, which I've highlighted.…
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
- Mark as unwatched
- Mark all as unwatched
Are you sure you want to mark all the videos in this course as unwatched?
This will not affect your course history, your reports, or your certificates of completion for this course.Cancel
Take notes with your new membership!
Type in the entry box, then click Enter to save your note.
1:30Press on any video thumbnail to jump immediately to the timecode shown.
Notes are saved with you account but can also be exported as plain text, MS Word, PDF, Google Doc, or Evernote.