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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn C++ from scratch by building fun games

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781835081747
Length 648 pages
Edition 3rd Edition
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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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Table of Contents (24) Chapters Close

Preface 1. Welcome to Beginning C++ Game Programming Third Edition! FREE CHAPTER 2. Variables, Operators, and Decisions: Animating Sprites 3. C++ Strings, SFML Time: Player Input and HUD 4. Loops, Arrays, Switch, Enumerations, and Functions: Implementing Game Mechanics 5. Collisions, Sound, and End Conditions: Making the Game Playable 6. Object-Oriented Programming – Starting the Pong Game 7. AABB Collision Detection and Physics – Finishing the Pong Game 8. SFML Views – Starting the Zombie Shooter Game 9. C++ References, Sprite Sheets, and Vertex Arrays 10. Pointers, the Standard Template Library, and Texture Management 11. Coding the TextureHolder Class and Building a Horde of Zombies 12. Collision Detection, Pickups, and Bullets 13. Layering Views and Implementing the HUD 14. Sound Effects, File I/O, and Finishing the Game 15. Run! 16. Sound, Game Logic, Inter-Object Communication, and the Player 17. Graphics, Cameras, Action 18. Coding the Platforms, Player Animations, and Controls 19. Building the Menu and Making It Rain 20. Fireballs and Spatialization 21. Parallax Backgrounds and Shaders 22. Other Books You May Enjoy
23. Index

Adding a score and a message

Now we know enough about strings, SFML Text, and SFML Font to go about implementing the HUD. HUD stands for heads-up display and more formally refers to a cockpit instrumentation display that doesn’t require the pilot to look down. However, video game user interfaces, especially in-game interfaces, are often referred to as a HUD because they serve the same purpose as a cockpit HUD.

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

Add the line of highlighted code.

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

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

The next...

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