Book Content
chapters • 17h20m total length
1. C++, SFML, Visual Studio and Starting the First Game
2. Variables, Operators, and Decisions – Animating Sprites
3. C++ Strings, SFML Time – Player Input, and HUD
4. Loops, Arrays, Switch, Enumerations and Functions – Implementing Game Mechanics
5. Collisions, Sound, and, End Conditions – Making the Game Playable
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
11. Sound Effects, File I/O and Finishing the Game
12. Abstraction and Code Management – Making Better Use of OOP
13. Advanced OOP – Inheritance and Polymorphism
14. Building Playable Levels and Collision Detection
15. Sound Spatialization and HUD
16. Extending SFML Classes, Particle Systems and Shaders
17. Before You Go...














