Unreal Engine Developer Course - Section 2 - Bull Cow Game
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In This Section
1 Intro, Notes & Section 2 Assets
- Welcome to the first actual coding video.
- Why weâre doing this in the IDE only.
- What youâll be building, see resources.
- Youâll learn types, loops, routines, classes.
- Weâll follow Unrealâs coding style, and re-use.
- Notes and resources are attached.
2 S02 Game Design Document (GDD)
- How much planning should we do?
- Define the emotional problem the game solves*
- Chose concept, rules & requirements.
- Start to think about the architecture.
- Copy as much as possible into the code!
- Document now what may change later.
Useful Links
3 How Solutions & Projects Relate
- How projects and solutions relate.
- Setting up a new command line project.
- An overview of the structure of our solution.
- (Adding main.cpp to our project).
4 C++ Function Syntax
- The difference between an engine and a library.
- How this relates to this console application.
- What is building / compiling code?
- How the console knows where to find our code.
- The syntax of a function in C++.
- Write the minimal C++ program to remove error.
- Testing our application runs without error.
5 Using, #include and Namespaces
- # represents a âpreprocessor directiveâ.
- #include copies-and-pastes other code.
- The idea of using library code.
- Use <> for standard libraries.
- Use â â for files you have created yourself.
- Notice the namespace icon in autocomplete.
- Import iostream library and use std namespace.
6 Magic Numbers and Constants
- What a âmagic numberâ is.
- Why itâs a good idea to avoid them.
- constexpr means âevaluated at compile timeâ.
- Introduce coding standards*.
- Use a constant for the word length.
Useful Links
7 Variables and cin for Input
- The difference between \n and endl
- Introducing pseudocode programming
- Why we need to #import <string>
- Getting input using cin
- Discovering woes with our input buffer.
8 Using getline()
- Re-cap the problem we have.
- Why getline() is useful here.
- Where to find C++ documentation.
- A word on non-obvious solutions.
9 Simplifying With Functions
- Programming is all about managing complexity.
- We want to think about a few things at a time.
- The idea of abstraction and encapsulation.
- How functions help us simplify.
- Write and call your first functions.
- A warning about âside-effectsâ of functions.
- Always use return at the end of your functions.
10 Iterating With For & While Loops
- Why we need loops.
- When to use for vs while.
- The syntax of a for loop.
- Think carefully about the first & last loop.
- Write a for loop to repeat the game.
11 Clarity is Worth Fighting For
- More about levels of abstraction.
- A word on being clever.
- Using Visual Studioâs Extract âExtract Functionâ
- What a header file (.h) is.
- Whatâs refactoring, and why we do it.
- Removing side-effects.
- Where to find the course code on GitHub.
12 Booleans and comparisons
- What a boolean is, and how to use it.
- Only use when completely clear what you mean.
- Use == for comparison.
- Use && for logical AND.
- Use || for logical OR.
- Use [n] to access a string, starting at n=0.
- Use â â for characters, and â â for strings.
13 Using do and while in C++
- What a do while loop is.
- How it executes code one or more times.
- Making our game play multiple times.
14 Introducing Classes
- Lookup the Turing machine.
- A quick overview of the MVC pattern.
- User defined types (classes).
- About working at an interface level (black box).
- An overview of class FBullCowGame
15 Using Header Files as Contracts
- Introducing .h header files in C++.
- Why the added complexity is worth it.
- Defining the interface to our class.
- Writing our first draft of FBullCowGame.h
16 Including Our Own Header File
- NEVER use using namespace in a .h
- In fact, why use it at all?
- Create your .cpp files and #include
- Donât create chains of includes.
17 Instantiating Your Class
- Relax, theyâre just user defined types!
- string FirstName; creates a string object
- FBullCowGame BCGame; works the same way
- These instances are initialised by âconstructorsâ
- Instantiating means âcreating an instance ofâ
- So weâre simply creating a game instance.
18 Writing & Using Getter Methods
- What is a getter method
- Why we never access variables directly
- How to call a method using the dot operator
- Pros and cons of initialising in at compile time
- Using âRebuild Projectâ to make VS behave!
19 Introducing the Const Keyword
- constâs meaning depends on context
- Generally means âI promise not to change thisâ
- What this is depends on exactly where it appears
- At the end of a member function, for example int GetCurrentTry() const; it prevents the function from modifying any member variables
- This is a good safety feature.
20 Constructors For Initialisation
- Default constructor called when object created
- Initialize in constructor when decided at runtime
- Initialize in declaration if known at compile time
- Constructor syntax simply: ClassName();
- Set the member variables in constructor
- Test this has worked.
21 Pseudocode Programming
- More on Pseudocode Programming Practice (PPP)
- Reviewing our code and architecture
- Using // TODO as a comment prefix
- Introducing Visual Studioâs Task List
- Planning our next wave of coding.
22 Using using for Type Aliases
- Weâre substituting types to be âUnreal readyâ
- The declaration is using <alias> = <type>;
- For example using int32 = int;
- Why Unreal uses int32 rather than int
- FText is for output, FString is âmutableâ
- Where to use each type of string
- Map FText and FString to std::string
23 Using struct for Simple Types
- struct is almost identical to class
- Itâs member variables (data) is public by default
- Ideal for simple value types like BullCowCount
- Outline BullCowCount SubmitGuess(FString)
24 Using if Statements in C++
- Why we need conditionals (selection)
- Use if when it reads better (e.g. few conditions)
- Use switch for multiple, simple conditions
- (for loads of statements consider a table lookup)
- The syntax of an if statement
- Using if to write count bulls and cows.
25 Debugging 101
- A very brief intro to Visual Studioâs debugger
- Set a break-point by clicking in margin
- Watch values by highlighting in debug mode
- Use âContinueâ to cycle back to breakpoint.
26 A Place for Everything
- Centralising the hidden word length
- Making this a property of the game class
- Writing a getter to access this value
- Updating our intro to vary with word length.
27 Introducing enumerations
- An enumerated type consists of named values
- Use instead of coded meaning
- Makes the code more readable and meaningful
- Only defined values can be used - more robust
- A benefit of C++ 11âs strongly typed enums
- Creating an enum class for error checking.
28 Writing Error Checking Code
- Use else if for the first time
- Outline or CheckGuessValidity() method
- Write working code for checking guess length
- Use the debugger to test the return values.
29 Using switch Statements
- Use our error values to communicate with user
- All our user interaction is via GameManager.cpp
- Weâll use FText in this file, as itâs UI text
- We can âswitchâ what we say based on the error
- The syntax of a switch statement
- Remember your break keywords!
30 Warm Fuzzy Feelings
- Donât get comfortable with compiler warnings
- Refactor GetValidGuess() to remove warning
- Rename SubmitGuess() to SubmitValidGuess()
- Improve readability of SubmitValidGuess()
- Get a warm fuzzy feeling!
31 Handling Game Win Condition
- Change our PlayGame() loop to a while
- Implement our IsGameWon() function
32 Win or Lose "Screen"
Write a method to print a game summary to the screen once the game is over.
33 Introducing Big O Notation
- Algorithm: the recipe for solving a problem
- or: 45th US Vice Presidentâs dance style
- Introducing the complexity of algorithms
- A quick introduction to âBig Oâ notation
- Comparing three ways of checking for isograms.
34 TMap and map Data Structures
- The importance of knowing your data types
- Introducing the std::map data type
- #define TMap std::map to keep it âUnrealâ
- How weâll be using the map
- TMap<char, bool> LetterSeen; to declare
- Using LetterSeen[Letter] to access
- Wiring-up and pseudocoding IsIsogram()
35 Range-based for Loop
- Introducing containers and iterators
- Using a range-based for loop in Unreal*
- Gently introducing the auto keyword
- Finishing our IsIsogram()
Useful Links
36 Design a Helper Function
- Gain confidence with a multi-stage challenge
- A word on implicit dependencies
37 Playtesting Your Game
- Having someone else play test your game is vital
- Silently take notes, or record screen if possible
- Immediately go away and fix obvious bugs
- For improvements consider 2nd or 3rd opinion
- Repeat until the bug / issue rate plateaus.
38 Difficulty & Play Tuning
- About the flow channel*
- map word length to max tries
- Play test to determine correct difficulty.
Useful Links
- * Read more in Sylvester, T. Designing Games - OâReilly
39 Polishing & Packaging
- First impressions count (think reviews)
- Donât ship a half-baked product, even if digital
- Check through your code (polish)
- Ship to your customers (package).
Section 2 Wrap-Up
- HUGE congratulations on your progress
- Over 5 hours of pure C++ learning
- Over 30 challenges youâve completed
- The journey has only just begun
- Share your source code for others to play
- Here are some suggested improvements
- Next we take the game logic into Unreal :-)