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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...

Drawing the HUD, and the home and level up screens

All the code from the next three code blocks goes in the drawing phase of our game loop. All we need to do is to draw the appropriate Text objects during the appropriate states in the draw section of the main game loop.

In the PLAYING state, add the following highlighted code:

   //Draw the crosshair 
   window.draw(spriteCrosshair); 
 
   // Switch to the HUD view
   window.setView(hudView);

   // Draw all the HUD elements
   window.draw(spriteAmmoIcon);
   window.draw(ammoText);
   window.draw(scoreText);
   window.draw(hiScoreText);
   window.draw(healthBar);
   window.draw(waveNumberText);
   window.draw(zombiesRemainingText); 
} 
 
if (state == State::LEVELING_UP) 
{ 
} 

The vital thing to notice in the previous block of code is that we switch views to the HUD view. This causes everything to be drawn at the precise screen positions we gave to each of the elements of the HUD. They will never move.

In the LEVELING_UP state, add the following...

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