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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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Table of Contents (14) Chapters Close

Getting some credit


Everyone likes to get credit for their hard work! Most games will implement a credits screen that shows the name and function of each person involved in creating the game. For AAA titles, this list may be as long as a list for a movie. For smaller, independent games, this list might be three people.

Creating the credits screen

Similarly to the main menu, the credits screen will be based on a background image and a button that can be clicked. We will also need to add text to the screen.

Let's start by declaring a pointer for our screen. Add the following declaration to the variables section of RoboRacer2D.cpp:

Sprite* creditsScreen;

Then, we will instantiate the credits screen in LoadTextures:

creditsScreen = new Sprite(1);
creditsScreen->SetFrameSize(800.0f, 600.0f);
creditsScreen->SetNumberOfFrames(1);
creditsScreen->AddTexture("resources/credits.png", false);
creditsScreen->IsActive(false);
creditsScreen->IsVisible(true);

Next, we wire the credits screen into...

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