By the end of this video, learn to use and render the background.
- Hello.…Welcome to the last video of this section,…Using The Background.…Previously, we looked at creating…a randomly generated scrolling background.…In this video, we will first create a VertexArray…and then initialize it after leveling up each wave.…Finally, we will draw it in each frame.…So let us start by adding the code highlighted here…to declare a VertexArray called background.…First we create a VertexArray called background.…And then we create an object of type texture…called textureBackground.…
After this we will know the…background_sheet.png as a texture.…Next we add this code…to call the create background function.…Passing in background as a reference,…and arena by value.…Notice in the highlighted code that we have also…modified the way that we initialize the tile size variable.…You need to add the highlighted code…exactly as we did it here.…Note we have replaced the int tileSize = 50…line of code because we get the value directly…from the return value of create background function.…
For the sake of future code clarity,…
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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