HUD stays neatly positioned over the top of the main game action after drawing it.
- [Instructor] Welcome to the last video of this section,…drawing the HUD in the home and the level up screens.…In the first video, we updated the HUD, each frame.…In this video, we are going to switch views to the HUD view.…Then, we will be drawing states to each…of the elements of the HUD.…By the end of this video, we will see text…to show the player's level up options.…In the playing state in the draw section…of the main game loop, add this highlighted code.…We need to draw the appropriate text objects…during the appropriate states of the object.…
The vital thing to notice in the previous block of code,…is that we switch views to the HUD view.…This causes everything to be drawn at the precise…screen positions we have to each of the elements of the HUD.…They will never move.…Here, we draw sprite's ammo icon, then draw ammo text.…Then draw score text, then draw high score text.…Then draw health bar, then wave number text,…and then the zombies remaining text.…In the leveling up state, we have to write code.…
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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