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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...

Adding a score and a message

Now we know enough about strings, SFML Text, and SFML Font to go about implementing the HUD.

The next thing we need to do is to add another #include directive to the top of the code file. As we have learned, the sstream class adds some really useful functionality for combining strings, and other variable types, together into a string.

Add the following line of highlighted code:

#include "stdafx.h" 
#include <sstream> 
#include <SFML/Graphics.hpp> 
 
using namespace sf; 
 
int main() 
{ 

Next we will set up our SFML Text objects. One will hold a message that we will vary to suit the state of the game, and the other will hold the score and needs to be regularly updated.

The next code that declares the Text and Font objects loads the font, assigns the font to the Text objects, and then adds the string messages, color, and size. This should look familiar from our discussion in the previous section. In addition, we add a new int variable called...

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