Abstraction and Code Management – Making Better Use of OOP 5 lectures 40:35 The Course Overview This video provides an overview of the entire course.
The Thomas Was Late Game To keep our game simple without losing the challenge, we will have the task of creating the need for two players to Play cooperatively. We also need to make sure the game is not too easy. This video shows us the basic features and the assets we need to create our game.
- Take a look at the features of ‘Thomas was late’
- Create a project from the template
- See the project assets
Structuring the Thomas Was Late Code One of the problems that has been quite pronounced so far is how long and unwieldy the code gets. OOP allows us to break our projects up into logical and manageable chunks called classes. Let's see how we can make a big improvement to the manageability of the code.
- See the input, update and draw functions
- Get familiar with new classes
Building the Game Engine As discussed earlier, we will code a class called Engine that will control and bind together the different parts of the Thomas Was Late game. This video guides you in building the Engine class, which will hold all other functions.
- Reuse the texture holder class
- Code engine.h
- Code engine.cpp
Coding the Main Function For instantiating the Engine class, we need a file that contains our main function and the code that instantiates the Engine class. Let’s see how we can do that.
- Add code related to the Engine class
- Check for split background
Abstraction and Code Management – Making Better Use of OOP 5 lectures 40:35 The Course Overview This video provides an overview of the entire course.
The Thomas Was Late Game To keep our game simple without losing the challenge, we will have the task of creating the need for two players to Play cooperatively. We also need to make sure the game is not too easy. This video shows us the basic features and the assets we need to create our game.
- Take a look at the features of ‘Thomas was late’
- Create a project from the template
- See the project assets
Structuring the Thomas Was Late Code One of the problems that has been quite pronounced so far is how long and unwieldy the code gets. OOP allows us to break our projects up into logical and manageable chunks called classes. Let's see how we can make a big improvement to the manageability of the code.
- See the input, update and draw functions
- Get familiar with new classes
Building the Game Engine As discussed earlier, we will code a class called Engine that will control and bind together the different parts of the Thomas Was Late game. This video guides you in building the Engine class, which will hold all other functions.
- Reuse the texture holder class
- Code engine.h
- Code engine.cpp
Coding the Main Function For instantiating the Engine class, we need a file that contains our main function and the code that instantiates the Engine class. Let’s see how we can do that.
- Add code related to the Engine class
- Check for split background
The Course Overview This video provides an overview of the entire course.
The Course Overview This video provides an overview of the entire course.
The Course Overview This video provides an overview of the entire course.
The Course Overview This video provides an overview of the entire course. This video provides an overview of the entire course. This video provides an overview of the entire course.
The Thomas Was Late Game To keep our game simple without losing the challenge, we will have the task of creating the need for two players to Play cooperatively. We also need to make sure the game is not too easy. This video shows us the basic features and the assets we need to create our game.
- Take a look at the features of ‘Thomas was late’
- Create a project from the template
- See the project assets
The Thomas Was Late Game To keep our game simple without losing the challenge, we will have the task of creating the need for two players to Play cooperatively. We also need to make sure the game is not too easy. This video shows us the basic features and the assets we need to create our game.
- Take a look at the features of ‘Thomas was late’
- Create a project from the template
- See the project assets
The Thomas Was Late Game To keep our game simple without losing the challenge, we will have the task of creating the need for two players to Play cooperatively. We also need to make sure the game is not too easy. This video shows us the basic features and the assets we need to create our game.
- Take a look at the features of ‘Thomas was late’
- Create a project from the template
- See the project assets
The Thomas Was Late Game To keep our game simple without losing the challenge, we will have the task of creating the need for two players to Play cooperatively. We also need to make sure the game is not too easy. This video shows us the basic features and the assets we need to create our game.
- Take a look at the features of ‘Thomas was late’
- Create a project from the template
- See the project assets
To keep our game simple without losing the challenge, we will have the task of creating the need for two players to Play cooperatively. We also need to make sure the game is not too easy. This video shows us the basic features and the assets we need to create our game.
- Take a look at the features of ‘Thomas was late’
- Create a project from the template
- See the project assets
To keep our game simple without losing the challenge, we will have the task of creating the need for two players to Play cooperatively. We also need to make sure the game is not too easy. This video shows us the basic features and the assets we need to create our game.
- Take a look at the features of ‘Thomas was late’
- Create a project from the template
- See the project assets
Structuring the Thomas Was Late Code One of the problems that has been quite pronounced so far is how long and unwieldy the code gets. OOP allows us to break our projects up into logical and manageable chunks called classes. Let's see how we can make a big improvement to the manageability of the code.
- See the input, update and draw functions
- Get familiar with new classes
Structuring the Thomas Was Late Code One of the problems that has been quite pronounced so far is how long and unwieldy the code gets. OOP allows us to break our projects up into logical and manageable chunks called classes. Let's see how we can make a big improvement to the manageability of the code.
- See the input, update and draw functions
- Get familiar with new classes
Structuring the Thomas Was Late Code One of the problems that has been quite pronounced so far is how long and unwieldy the code gets. OOP allows us to break our projects up into logical and manageable chunks called classes. Let's see how we can make a big improvement to the manageability of the code.
- See the input, update and draw functions
- Get familiar with new classes
Structuring the Thomas Was Late Code One of the problems that has been quite pronounced so far is how long and unwieldy the code gets. OOP allows us to break our projects up into logical and manageable chunks called classes. Let's see how we can make a big improvement to the manageability of the code.
- See the input, update and draw functions
- Get familiar with new classes
One of the problems that has been quite pronounced so far is how long and unwieldy the code gets. OOP allows us to break our projects up into logical and manageable chunks called classes. Let's see how we can make a big improvement to the manageability of the code.
- See the input, update and draw functions
- Get familiar with new classes
One of the problems that has been quite pronounced so far is how long and unwieldy the code gets. OOP allows us to break our projects up into logical and manageable chunks called classes. Let's see how we can make a big improvement to the manageability of the code.
- See the input, update and draw functions
- Get familiar with new classes
Building the Game Engine As discussed earlier, we will code a class called Engine that will control and bind together the different parts of the Thomas Was Late game. This video guides you in building the Engine class, which will hold all other functions.
- Reuse the texture holder class
- Code engine.h
- Code engine.cpp
Building the Game Engine As discussed earlier, we will code a class called Engine that will control and bind together the different parts of the Thomas Was Late game. This video guides you in building the Engine class, which will hold all other functions.
- Reuse the texture holder class
- Code engine.h
- Code engine.cpp
Building the Game Engine As discussed earlier, we will code a class called Engine that will control and bind together the different parts of the Thomas Was Late game. This video guides you in building the Engine class, which will hold all other functions.
- Reuse the texture holder class
- Code engine.h
- Code engine.cpp
Building the Game Engine As discussed earlier, we will code a class called Engine that will control and bind together the different parts of the Thomas Was Late game. This video guides you in building the Engine class, which will hold all other functions.
- Reuse the texture holder class
- Code engine.h
- Code engine.cpp
As discussed earlier, we will code a class called Engine that will control and bind together the different parts of the Thomas Was Late game. This video guides you in building the Engine class, which will hold all other functions.
- Reuse the texture holder class
- Code engine.h
- Code engine.cpp
As discussed earlier, we will code a class called Engine that will control and bind together the different parts of the Thomas Was Late game. This video guides you in building the Engine class, which will hold all other functions.
- Reuse the texture holder class
- Code engine.h
- Code engine.cpp
Coding the Main Function For instantiating the Engine class, we need a file that contains our main function and the code that instantiates the Engine class. Let’s see how we can do that.
- Add code related to the Engine class
- Check for split background
Coding the Main Function For instantiating the Engine class, we need a file that contains our main function and the code that instantiates the Engine class. Let’s see how we can do that.
- Add code related to the Engine class
- Check for split background
Coding the Main Function For instantiating the Engine class, we need a file that contains our main function and the code that instantiates the Engine class. Let’s see how we can do that.
- Add code related to the Engine class
- Check for split background
Coding the Main Function For instantiating the Engine class, we need a file that contains our main function and the code that instantiates the Engine class. Let’s see how we can do that.
- Add code related to the Engine class
- Check for split background
For instantiating the Engine class, we need a file that contains our main function and the code that instantiates the Engine class. Let’s see how we can do that.
- Add code related to the Engine class
- Check for split background
For instantiating the Engine class, we need a file that contains our main function and the code that instantiates the Engine class. Let’s see how we can do that.
- Add code related to the Engine class
- Check for split background
Advanced OOP – Inheritance and Polymorphism 6 lectures 39:00 Inheritance We have seen how we can create objects from the classes of the SFML library. But, what if there is a class that has useful functionality, but is not quite what we want? This video will teach you how you can inherit from the other class. • Understand what inheritance is • See how we extend a class
Polymorphism Polymorphism allows us to write code that is less dependent on the types we are trying to manipulate. In this video, we'll take a look at what polymorphism means in its simplest form. • Go through the concept of polymorphism • Take a look at an example
Abstract Classes – Virtual and Pure Virtual Functions An abstract class is a class that cannot be instantiated and therefore cannot be made into an object. So, is it code that will never be used, then? Let's find out. • Make a class abstract • Try and understand abstract classes with an example
Building the PlayableCharacter Class Now that we know the basics about inheritance, polymorphism, and pure virtual functions, we will put them to use. In this video, we'll build a PlayableCharacter class that has the vast majority of the functionality. • Code playablecharacter.h • Code playablecharacter.cpp
Building the Thomas and Bob Classes Now it's time for us to use inheritance for real. We will build a class for Thomas as well as Bob. They will both inherit from the PlayableCharacter class we have coded. Let's see how we do that. • Code Thomas.h • Code Thomas.cpp • Code Bob.h • Code Bob.cpp
Updating the Game Engine to use Thomas and Bob In order to be able to run the game and see our new characters, we have to declare instances of them, call their spawn functions, update them in each frame, and draw them in each frame. Let's do that now. • Update engine.h • Update the input function • Update the update function • Draw Bob and Thomas
Advanced OOP – Inheritance and Polymorphism. 6 lectures 39:00 Inheritance We have seen how we can create objects from the classes of the SFML library. But, what if there is a class that has useful functionality, but is not quite what we want? This video will teach you how you can inherit from the other class. • Understand what inheritance is • See how we extend a class
Polymorphism Polymorphism allows us to write code that is less dependent on the types we are trying to manipulate. In this video, we'll take a look at what polymorphism means in its simplest form ng
Updating the Engine After adding...