Understand how to slow down your game loop.
- [Narrator] Hello, again.…Let's start with the next video…of this section: Updating the HUD Each Frame.…In the previous video, we learned how to…add text and HUD objects.…In this video, we are going to update…the HUD variables in the code…and use these variable to update HUD in each frame.…We will be also updating the size of the healthBar sprite…and increment the variable.…Finally, we will redraw the scene to display the values.…As you might expect, we will update the HUD variables…in the update section of our code.…
We will not, however, do so every frame.…The reason for this is that it is unnecessary…and it also slows our game loop down.…As an example, consider the scenario…where the player kills a zombie…and gets some more points.…It doesn't matter whether the text object…that holds the score is updated in a 1000th…or a 100th or even 10th of a second.…A player will discern no difference.…This means there's no point rebuilding strings…that we set to the text objects every frame.…
So we can time when and how often we update the HUD.…
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- 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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