# UnrealCourse02_BullCowGame **Repository Path**: yarec/UnrealCourse02_BullCowGame ## Basic Information - **Project Name**: UnrealCourse02_BullCowGame - **Description**: No description available - **Primary Language**: C++ - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 1 - **Created**: 2022-03-01 - **Last Updated**: 2022-03-01 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README [B站视频带双语字幕](https://www.bilibili.com/video/BV134411x7s9) # Unreal Engine Developer Course - Section 2 - Bull Cow Game This is the [Unreal Engine Developer]( http://gdev.tv/urcgithub) course – it started as a runaway success on Kickstarter and has gone on to become one of the bestselling Unreal courses on the internet! Continually updated in response to student suggestions, you will benefit from the fact we have already taught over 360,336 students game development, many shipping commercial games as a result. You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo. You can check out the course here: [Unreal Engine Developer]( http://gdev.tv/urcgithub) ## In This Section ### 1 Intro, Notes & Section 2 Assets ### + Welcome to the first actual coding video. + Why we’re doing this in the IDE only. + What you’ll be building, see resources. + You’ll learn types, loops, routines, classes. + We’ll follow Unreal’s 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** + \* [McConnell, Steve. _Code Complete._ Microsoft Press 2004. Chapter 3.3](https://www.amazon.com/gp/product/0735619670/) ### 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 “preprocessor directive”. + **#include** copies-and-pastes other code. + The idea of using library code. + Use <> for standard libraries. + Use “ “ 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 “magic number” is. + Why it’s a good idea to avoid them. + **constexpr** means “evaluated at compile time”. + Introduce coding standards\*. + Use a constant for the word length. **Useful Links** + \* [Unreal Engine - Coding Standard](https://docs.unrealengine.com/latest/INT/Programming/Development/CodingStandard/index.html) ### 7 Variables and cin for Input ### + The difference between **\n** and **endl** + Introducing pseudocode programming + Why we need to **#import \** + 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 “side-effects” 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 Studio’s Extract “Extract Function” + What a header file (.h) is. + What’s 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 **‘ ‘** for characters, and **“ “** 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** + Don’t create chains of includes. ### 17 Instantiating Your Class ### + Relax, they’re just user defined types! + string FirstName; creates a string object + FBullCowGame BCGame; works the same way + These instances are initialised by “constructors” + Instantiating means “creating an instance of” + So we’re 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 “Rebuild Project” to make VS behave! ### 19 Introducing the Const Keyword ### + **const**’s meaning depends on context + Generally means “I promise not to change this” + 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 Studio’s Task List + Planning our next wave of coding. ### 22 Using using for Type Aliases ### + We’re substituting types to be “Unreal ready” + The declaration is **using \ = \;** + For example **using int32 = int;** + Why Unreal uses **int32** rather than **int** + **FText** is for output, **FString** is “mutable” + 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** + It’s 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 Studio’s debugger + Set a break-point by clicking in margin + Watch values by highlighting in debug mode + Use “Continue” 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 **enum**erated 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++ 11’s 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** + We’ll use **FText** in this file, as it’s UI text + We can “switch” what we say based on the error + The syntax of a **switch** statement + Remember your **break** keywords! ### 30 Warm Fuzzy Feelings ### + _Don’t_ 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 President’s dance style + Introducing the complexity of algorithms + A quick introduction to “Big O” 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 ‘Unreal’ + How we’ll be using the map + **TMap\ 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** + \* [Unreal Engine - Ranged Based For Loops](https://www.unrealengine.com/blog/ranged-based-for-loops) ### 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 - O’Reilly](https://www.amazon.com/dp/B00AWKX1FO/) ### 39 Polishing & Packaging ### + First impressions count (think reviews) + Don’t 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 you’ve 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 :-)