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OpenGL Game Development By Example

You're reading from   OpenGL Game Development By Example Design and code your own 2D and 3D games efficiently using OpenGL and C++

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781783288199
Length 340 pages
Edition 1st Edition
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Authors (2):
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Robert Madsen Robert Madsen
Author Profile Icon Robert Madsen
Robert Madsen
Stephen Madsen Stephen Madsen
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Stephen Madsen
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Toc

Table of Contents (14) Chapters Close

Game over


As the saying goes, all good things must come to an end. If the player doesn't meet the pickup threshold, the game will end, and the game over screen will be displayed. The player can choose to replay the game or exit.

The game over screen

Our last screen is the game over screen. By now, the process should be second nature, so let's try an abbreviated approach:

  1. Declare a pointer to the screen:

    Sprite* gameOverScreen;
  2. Instantiate the sprite in LoadTextures:

    gameOverScreen = new Sprite(1);
    gameOverScreen->SetFrameSize(800.0f, 600.0f);
    gameOverScreen->SetNumberOfFrames(1);
    gameOverScreen->AddTexture("resources/gameover.png", false);
    gameOverScreen->IsActive(true);
    gameOverScreen->IsVisible(true);
  3. Change the GS_GameOver case in the Update function to look like the following code:

     case GameState::GS_GameOver:
     {
      gameOverScreen->Update(p_deltaTime);
      replayButton->IsActive(true);
      replayButton->Update(p_deltaTime);
      exitButton->IsActive(true);
      exitButton-&gt...
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