Summary
Full Transcript
00:00 - Preroll 00:52 - Welcome 01:25 - Grade Clarification 02:45 - Assignment 2 Demo 06:25 - Architecture Slides 14:21 - Submission Instructions 15:43 - Player Specification 17:10 - Special Ability 19:21 - Enemy Specification 23:14 - Enemy Positions and setOrigin() 30:01 - Circle Shapes and Point Count 36:45 - Spawning Small Enemy Math 40:37 - Bullet Velocity Math 42:34 - Spawning Enemy Bounds Math 44:58 - Calculating Score 45:42 - Drawing Entities + Bonus Effects 46:53 - Lifespan + Fading 48:52 - Pausing 49:22 - Configuration File 56:22 - Iterative Development 59:42 - Opening the Project 1:01:04 - Vec2 Class 1:08:53 - A2 Classes Explained 1:09:06 - Entity Class 1:10:00 - Component Classes 1:14:15 - Game Class 1:15:40 - init() and Config Reading 1:19:01 - run() and pausing 1:21:56 - spawnPlayer() and Entity examples 1:29:00 - spawnEnemy() 1:31:03 - sRender() all Entity rendering 1:32:40 - Rendering bug hunting 1:35:33 - Found the bug! EntityManager update() 1:38:16 - sEnemySpawner() 1:40:40 - Player Movement / Input 1:46:01 - spawnBullet() and Mouse Input 1:50:25 - EntityManager delete dead Entities 1:52:20 - Collision System 1:54:05 - Makefiles Explained (Linux / Mac) Memorial University - Computer Science 4300 - Fall 2022 Intro to Game Programming Professor: David Churchill - http://www.cs.mun.ca/~dchurchill/ This is a course for students interested in learning the fundamentals of game programming and game engine architecture. Topics include an introduction to: vector math for games, rendering, animation, and artificial intelligence, collision detection, game physics, and user-interfaces. Students will be writing fully functional games using an ECS (Entities, Components, Systems) architecture, using the C++ programming language and the SFML graphics library. Course Assignments / Files will not be released publicly
