You need a way to stay in the program until the player wants to quit. Also, you must provide a way for the player to exit. Otherwise the game will go on forever. This video will help you achieve this goal.
- In the last video, we looked at…opening a window using SFML.…In this video, we will learn about while loops,…detecting key press, and clearing drawing screen.…Let's start with the main game loop.…We need a way to stay in the program…until the player wants to quit.…At the same time, we should clearly…mark out where the different parts of…our code will go as we progress with Timber.…Furthermore, if we are going to stop…our game from exiting, we had better…provide a way for the player to exit…when they are ready.…Otherwise the game will go on forever.…
I've added this highlighted code…inside the exiting code.…We will go through and discuss it all.…While loop.…The very first thing we see…in the new code is this.…The very last thing we see in the…new code is a closing curly brace.…We have created a while loop.…Everything between the opening and closing…of the while loop will continue to…execute over and over, potentially forever.…Look closely between the parentheses…of the while loop.…
What is important for now is that…
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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