As time is a crucial mechanic in the game, it is necessary to keep players aware of it—it gives them a sense of urgency as the end of the game draws near, and a sense of accomplishment if they perform well enough to maintain or increase their remaining ti
- [Instructor] Hi, this is the last video of the section.…Adding the time bar.…Previously, we looked at adding the score…and a message.…In this video, we will take a look at adding the time bar.…Adding the necessary code to keep track to players'…remaining time as well as to respond when he runs out.…As time is a crucial mechanic in the game, it is necessary…to keep the player aware of it.…He needs to know if his allotted six seconds are…about to run out.…It will give him a sense of urgency as the end…of the game draws near, and a sense of accomplishment…if he performs well enough to maintain…or increase the remaining time.…
Drawing the number of seconds remaining on the screen is…not easy to read.…When concentrating on the branches, or a particularly…interesting way to achieve the objective,…what we need is a time bar.…Our time bar will be a simple red rectangle,…prominently displayed on the screen.…It will start off nice and wide but rapidly shrink…as time runs out.…When the players remaining time reaches zero,…
This course was created and produced by Packt Publishing. We are honored to host this training in our library.
- Creating the main game loop
- Drawing the game background
- Handling errors
- Manipulating C++ variables
- Randomizing numbers
- Making decisions with if, else, and switch
- Moving game objects
- Pausing and restarting games
- Adding scoring and messages
- Using class enumerations and arrays
- Adding sound effects
- Object-oriented programming in C++
- C++ references
- Texture management
- Collision detection
- Implementing the HUD
- Finishing the game
Skill Level Beginner
1. C++, SFML, Visual Studio, and Starting the First Game
2. Variables, Operators, and Decisions
3. C++ Strings, SFML Time, Player Input, and HUD
4. Loops, Arrays, Switch, Enumerations, and Functions
5. Collisions, Sound, and End Conditions
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
Updating the HUD each frame3m 24s
11. Sound Effects, File I/O, and Finishing the Game
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