Every game has to end badly, with either the player running out of time—which you have already handled—or getting squished by a branch. Learn how to detect the player getting squished.
- Hi, this is video three, Handling Death.…In the previous video, we looked at…handling players' input.…In this video, we will try to ensure…the player gets squished under the branches.…Every game has to end badly,…with either the player running out of time,…which we have already handled,…or getting squished by a branch.…Detecting the player getting squished…is really simple.…All we want to know is whether the last branch…in the branch position's array…equals player side.…If it does, the player is dead.…
We have to add this highlighted code…that detects this, and then,…we will talk about everything we do…when the player is squished.…Remember that this code is to be added…after handle of flying log.…The first thing the code does…after the player's demise…is to set pause to true.…Now the loop will complete this frame…and won't run the update part of the loop again…until a new game is started by the player.…Here, acceptInput is set to false.…Then we move the gravestone into position…near where the player is standing.…
That is 525 on x-axis, and 760 on y-axis.…
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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