Books & Videos

Table of Contents

Chapter: C++, SFML, Visual Studio, and Starting the First Game

The Course Overview

04m 25s

The Games, C++, and SFML

04m 24s

Setting Up the Development Environment

06m 20s

Planning Timber!!! and Creating a Project from the Template

03m 43s

Adding Project Assets and Understanding Co-ordinates

04m 52s

Starting to Code the Game

08m 38s

Opening a Window using SFML

05m 22s

The Main Game Loop

04m 33s

Drawing the Game Background

03m 35s

Handling Errors

03m 29s

Chapter: Variables, Operators, and Decisions – Animating Sprites

C++ Variables

06m 1s

Manipulating Variables

03m 3s

Adding Clouds, a Tree, and a Buzzing Bee

05m 0s

Random Numbers

03m 23s

Making Decisions with if and else

05m 14s


04m 13s

Moving the Clouds and the Bee

06m 34s

Chapter: C++ Strings, SFML Time, Player Input, and HUD

Pausing and Restarting the Game

03m 41s

C++ Strings, SFML Text, and Font

03m 17s

Adding a Score and a Message

06m 35s

Adding a Time Bar

06m 7s

Chapter: Loops, Arrays, Switch, Enumerations, and Functions – Implementing Game Mechanics


05m 3s


04m 5s

Making Decisions with switch

01m 48s

Class enumerations

02m 12s

Getting Started with Functions

10m 36s

Growing the Branches

08m 8s

Chapter: Collisions, Sound, and End Conditions – Making the Game Playable

Preparing and Drawing the Player and Other Sprites

03m 11s

Handling the Player's Input

08m 46s

Handling Death

01m 49s

Simple Sound FX

03m 46s

Improving the Game and the Code

02m 7s

Chapter: Object-Oriented Programming, Classes, and SFML Views

Planning and Starting the Zombie Arena Game

07m 22s

Object-Oriented Programming

16m 21s

Building Player - The First Class

21m 28s

Controlling the Game Camera with SFML View

04m 28s

Starting the Zombie Arena Game Engine

05m 7s

Managing the Code Files

01m 45s

Starting Coding the Main Game Loop

08m 8s

Chapter: C ++ References, Sprite Sheets, and Vertex Arrays

C++ References

06m 37s

SFML Vertex Arrays and Sprite Sheets

08m 0s

Creating a Randomly Generated Scrolling Background

08m 18s

Using the Background

02m 43s

Chapter: Pointers, the Standard Template Library, and Texture Management

Getting Started with Pointers

09m 29s

Working with Pointers

08m 31s

The Standard Template Library

08m 10s

The TextureHolder Class

05m 57s

Building a Horde of Zombies

10m 13s

Creating a Horde and Bringing It Back to Life

09m 36s

Using the TextureHolder Class for All Textures

02m 30s

Chapter: Collision Detection, Pickups, and Bullets

Coding the Bullet Class

11m 2s

Making the Bullets Fly

07m 49s

Giving the Player a Cross-Hair

02m 41s

Coding a Class for Pickups

11m 57s

Using the Pickup Class

03m 2s

Detecting Collisions

08m 12s

Chapter: Layering Views and Implementing the HUD

Adding All the Text and HUD Objects

04m 26s

Updating the HUD Each Frame

03m 24s

Drawing the HUD, and the Home, and Level-Up Screens

02m 43s

Chapter: Sound Effects, File I/O, and Finishing the Game

Saving and Loading the High-Score

03m 13s

Preparing Sound Effects

01m 32s

Leveling Up

02m 40s

Restarting the Game

01m 4s

Playing the Rest of the Sounds

03m 14s