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You're reading from  Beginning C++ Game Programming. - Second Edition

Product typeBook
Published inOct 2019
Reading LevelIntermediate
PublisherPackt
ISBN-139781838648572
Edition2nd Edition
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Author (1)
John Horton
John Horton
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John Horton

John Horton is a programming and gaming enthusiast based in the UK. He has a passion for writing apps, games, books, and blog articles. He is the founder of Game Code School.
Read more about John Horton

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Summary

In this chapter, we learned about Strings, SFML Text, and SFML Font. Between them, they allowed us to draw text to the screen, which provided the player with a HUD. We also used sstream, which allows us to concatenate Strings and other variables to display the score.

We also explored the SFML RectangleShape class, which does exactly what its name suggests. We used an object of the RectangleShape type and some carefully planned variables to draw a time-bar that visually displays to the player how much time they have left. Once we implement chopping and moving branches that can squash the player, the time-bar will provide visual feedback that will create tension and urgency.

In the next chapter, we are going to learn about a whole range of new C++ features, including loops, arrays, switching, enumerations, and functions. This will allow us to move tree branches, keep track of their locations, and squash the player.

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Beginning C++ Game Programming. - Second Edition
Published in: Oct 2019Publisher: PacktISBN-13: 9781838648572

Author (1)

author image
John Horton

John Horton is a programming and gaming enthusiast based in the UK. He has a passion for writing apps, games, books, and blog articles. He is the founder of Game Code School.
Read more about John Horton