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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch and get started building your very own games

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786466198
Length 520 pages
Edition 1st Edition
Languages
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Toc

Table of Contents (18) Chapters Close

Preface 1. C++, SFML, Visual Studio, and Starting the First Game FREE CHAPTER 2. Variables, Operators, and Decisions ā€“ Animating Sprites 3. C++ Strings, SFML Time, Player Input, and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions ā€“ Implementing Game Mechanics 5. Collisions, Sound, and End Conditions ā€“ 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 ā€“ Making Better Use of OOP 13. Advanced OOP ā€“ 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...

Pausing and restarting the game


As we progress with this game over the next three chapters, the code will obviously get longer and longer. So, now it seems like a good time to think ahead and add a little bit more structure into our code. We will add this structure to give us the ability to pause and restart the game.

We will add code so that when the game is first run, it will be paused. The player will be able to press the Enter key to get the game started. Then the game will run until either the player gets squished or runs out of time. At this point the game will pause and wait for the player to press Enter key, to restart again.

Let's step through setting this up a bit at a time. First, declare a new bool variable called paused, outside the main game loop, and initialize it to true:

// Variables to control time itself 
Clock clock; 
 
// Track whether the game is running
bool paused = true; 
 
while (window.isOpen()) 
{ 
 
   /* 
 ...
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