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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...

SFML Text and Font


Let's briefly discuss the Text and Font classes with some hypothetical code, before we actually go ahead and add code to our game.

The first step to drawing text on the screen is to have a font. In the first chapter we added a font file to the project folder. Now we can load the font, ready for use, into an SFML Font object.

The code to do so looks like this:

Font font; 
font.loadFromFile("myfont.ttf"); 

In the previous code we first declare the Font object and then load an actual font file. Note that myfont.ttf is a hypothetical font and we could use any font that is in the project folder.

Once we have loaded a font we need an SFML Text object:

Text myText; 

Now we can configure our Text object. This includes the size, the color, the position on screen, the string that holds the message, and, of course, associating it with our font object:

// Assign the actual message 
myText.setString("Press Enter to start!"); 
 
// assign a size 
myText...
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