At this moment, players would see a mouse cursor on the screen. You need to replace it with a crosshair which gives them an aim to shoot on, and looks cool as well. Adding a crosshair is easy and only requires one new concept, which you learn about in thi
- [Instructor] Video three: Giving the Player a Crosshair.…In the previous video, we looked at making the bullets fly.…In this video, we are going to take a look at…how to add a crosshair in place of mouse cursor.…Adding a crosshair is easy…and only requires one new concept.…Add this highlighted code and then we can run through it.…You have to add it just before our main game loop.…First, we call the setMouseCursorVisible function…on our window object, then we declare a sprite.…
We then load a texture and initialize it in the usual way.…Furthermore, we set the sprite's origin to its center…to make it convenient and simpler…to make the bullets fly to the middle,…as you would expect to happen.…Now we need to update the crosshair each frame.…We have to add a code inside UPDATE THE FRAME.…This is the highlighted line of code.…This code updates the crosshair each frame…with the world coordinate of the mouse.…It uses the mouseWorldPosition vector…to set the crosshair position.…
Next, as you have probably come to expect,…
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
- Mark as unwatched
- Mark all as unwatched
Are you sure you want to mark all the videos in this course as unwatched?
This will not affect your course history, your reports, or your certificates of completion for this course.Cancel
Take notes with your new membership!
Type in the entry box, then click Enter to save your note.
1:30Press on any video thumbnail to jump immediately to the timecode shown.
Notes are saved with you account but can also be exported as plain text, MS Word, PDF, Google Doc, or Evernote.