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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
Author Profile Icon Stephen Madsen
Stephen Madsen
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Toc

Table of Contents (14) Chapters Close

Creating the user interface

We are now ready to define our user interface, which will consist of 2D screens, text, and buttons. These will all work exactly as they did in RoboRacer2D. Look at the tip in the Getting ready for a splash section earlier in this chapter for a reminder of how to include prebuilt 2D resources in your project.

Defining the text system

The 2D text system is built by first creating a font framework, then creating functions to display text on the screen. Open RoboRacer2D.cpp and copy the following functions. Then paste them into SpaceRacer3D.cpp:

  • BuildFont
  • KillFont
  • DrawText

We are going to add some new variables to handle the data that we want to display. Add the following lines of code to the global variables section of SpaceRacer3D.cpp:

int score;
int speed;
int missionTime;
int asteroidsHit;
int maximumSpeed;

These variables will hold the stats and scoring used by the game:

  • score: This is the current game score
  • speed: This is the current speed of the ship
  • missionTime: This...
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