In the previous section, you learned that a string can hold alphanumeric data. You didn't look at declaring, initializing, or manipulating strings, so take a look at them now and learn about the Text and Font classes.
- Hi. This is the second video of this section.…C++ Strings, SFML Text, and Font.…In the previous video we looked at pausing…and restarting the game.…In this video, we're going to take a look…at declaring strings, assigning a value to strings,…and manipulating strings, and using some…SFML classes to display them on screen.…So, let's get started with declaring strings.…Declaring a string variable is simple.…We state type followed by the name.…
Once we have declared a string, we can assign a value to it.…To assign a value to a string, as with regular variables,…we simply put the name, followed by the assignment operator,…then the value.…Note that the values need to be enclosed in quotation marks.…As with regular variables, we can also declare…and assign values in a single line.…This is how we can change our string variables.…Lastly, let's learn manipulating strings.…
We can use the #include sstream directive…to give us some extra power with our strings.…The sstream class enables us to add some strings together.…
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- 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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