Drawing the game background
At last we will get to see some real graphics in our game. What we need to do is create a sprite. The first one we will create will be the game background. We can then draw it in between clearing the window and displaying/flipping it.
Preparing the sprite using a texture
The SFML RenderWindow
class allowed us to create our window
object to take care of all the functionality that our game's window needs.
We will now explore two more SFML classes, which will take care of drawing sprites to the screen. One of these classes, perhaps unsurprisingly, is called Sprite
. The other class is called Texture
. A texture is a graphic stored in memory on the Graphics Processing Unit (GPU).
An object made from the Sprite
class needs an object made from the Texture
class in order to display itself as an image. Add the following highlighted code. Try and work out what is going on as well. Then we will go through it one line at a time:
int main()
{
// Create a video mode object
VideoMode vm(1920, 1080);
// Create and open a window for the game
RenderWindow window(vm, "Timber!!!", Style::Fullscreen);
// Create a texture to hold a graphic on the GPU
Texture textureBackground;
// Load a graphic into the texture
textureBackground.loadFromFile("graphics/background.png);
// Create a sprite
Sprite spriteBackground;
// Attach the texture to the sprite
spriteBackground.setTexture(textureBackground);
// Set the spriteBackground to cover the screen
spriteBackground.setPosition(0,0);
while (window.isOpen())
{
First, we create an object called textureBackground
from the SFML Texture
class.
Texture textureBackground;
Once this is done, we can use the textureBackground
object to load a graphic from our graphics
folder, into the textureBackground
, like this:
textureBackground.loadFromFile("graphics/background.png");
Tip
We only need to specify graphics/background
as the path is relative to the Visual Studio working directory where we created the folder and added the image.
Next, we create an object called spriteBackground
from the SFML Sprite
class with this code:
Sprite spriteBackground;
Then, we can associate the texture object textureBackground
with the Sprite object spriteBackground
, like this:
spriteBackground.setTexture(textureBackground);
Finally, we can position the spriteBackground
object in the window
object at coordinates 0,0
:
spriteBackground.setPosition(0,0);
As the background.png
graphic in the graphics
folder is 1920 pixels wide by 1080 pixels high, it will neatly fill the entire screen. Just note that this previous line of code doesn't actually show the sprite. It just sets its position ready for when it is shown.
The object, backgroundSprite
, can now be used to display the background graphic. Of course you are almost certainly wondering why we had to do things in such a convoluted way. The reason is because of the way that graphics cards and OpenGL work.
Textures take up graphics memory and this memory is a finite resource. Furthermore, the process of loading a graphic into the GPU's memory is very slow. Not so slow that you can watch it happen, or that you will see your PC noticeably slow down while it is happening, but slow enough that you can't do it every frame of the game loop. So it is useful to dissociate the actual texture textureBackground
from any code that we will manipulate during the game loop.
As you will see when we start to move our graphics, we will do so using the sprite. Any objects made from the Texture
class will sit happily on the GPU, just waiting for an associated Sprite
object to tell them where to show themselves. In later projects we will also reuse the same Texture
object with multiple different Sprite
objects, which makes efficient use of GPU memory.
In summary:
- Textures are very slow to load onto the GPU
- Textures are very fast to access once they are on the GPU
- We associate a sprite object with a texture
- We manipulate the position and orientation of sprite objects (usually in the
Update the scene
section) - We draw the
Sprite
object, which in turn displays the texture that is associated with it (usually in theDraw the scene
section).
So all we need to do now is use our double-buffering system, provided by our window
object, to draw our new Sprite
object (spriteBackground
), and we should actually get to see our game in action.
Double-buffering the background sprite
Finally we need to draw that sprite, and its associated texture, in the appropriate place in the game loop.
Tip
Note that, when I present code that is all from the same block, I don't add the indenting because it lessens the instances of line wraps in the text of the book. The indenting is implied. Check out the code file in the download bundle to see the full use of indenting.
Add the highlighted code:
/*
****************************************
Draw the scene
****************************************
*/
// Clear everything from the last run frame
window.clear();
// Draw our game scene here
window.draw(spriteBackground);
// Show everything we just drew
window.display();
The new line of code simply uses the window
object to draw the spriteBackground
object, in between clearing the display and showing the newly drawn scene.
Running the game
Run the program now and you will see the first signs that we have a real game in progress.
It's not going to get Greenlit on Steam in its current state, but we are on our way at least!
Let's take a look at some of the things that might go wrong in this chapter, and as we proceed through the book.