Use the elapsed time since the last frame to breathe life into the bee and the clouds. This solves the problem of having a consistent frame rate across different PCs.
- [Instructor] Hi this is the last video of this section.…Moving the Clouds and the Bee.…In the previous video we looked at timing.…In this video we'll give life to the bee,…and blow the clouds.…Let's use the elapsed time since the last frame…to breathe life into the bee and the clouds.…This will solve the problem of…having a consistent frame rate across different PCs.…Let's take a look at giving life to the bee.…The first thing we want to do…is to setup the bee at a certain height,…and at a certain speed.…
We only want to do this when the bee is inactive.…So we wrap the next code in an if block,…examine and add the highlighted code.…Now if the bee is not active,…just like it won't be when the game first starts,…if not beeActive will be true,…and the code above will do these things.…Seed the random number generator,…get a random number between 199 and 399,…and assign the rest to beeSpeed.…Then seed the random number generator again,…and get a random number between 499 and 999,…and assign the rest to a new float variable called height.…
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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