Before you can move the bee and the clouds, you need to consider timing. As you already know, the main game loop executes over and over again, until the player presses the Esc key.
- [Instructor] In the previous video,…we looked at making decisions with if and else.…In this video, we are going to take a look at Timing.…We are going to take a look at the frame rate problem,…and SFML frame rate solution.…Before we can move to the bee and the clouds,…we need to consider timing.…As we already know,…the main game loop executes over and over again…until the player presses the Escape key.…We have also learnt…that C++ and SFML are exceptionally fast.…In fact, my aging laptop executes a simple game loop,…such as the current one,…at around 5000 times per second.…
Let's take a look at the frame rate problem.…Let's consider the speed of the bee.…For the purpose of discussion,…we could pretend that we are going…to move it to 200 pixels per second…on a screen that is 1920 pixels wide,…and it would take very approximately 10 seconds…to cross the entire width,…because 10 time 200 is 2000,…near enough to 1920.…Furthermore, we know that we can position any of our sprites…with setPosition.…We just need to put the x and the y coordinates…
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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