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Beginning C++ Game Programming

You're reading from   Beginning C++ Game Programming Learn to program with C++ by building fun games

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Product type Paperback
Published in Oct 2019
Publisher Packt
ISBN-13 9781838648572
Length 746 pages
Edition 2nd Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (25) Chapters Close

Preface 1. Chapter 1: C++, SFML, Visual Studio, and Starting the First Game 2. Chapter 2: Variables, Operators, and Decisions – Animating Sprites FREE CHAPTER 3. Chapter 3: C++ Strings and SFML Time – Player Input and HUD 4. Chapter 4: Loops, Arrays, Switches, Enumerations, and Functions – Implementing Game Mechanics 5. Chapter 5: Collisions, Sound, and End Conditions – Making the Game Playable 6. Chapter 6: Object-Oriented Programming – Starting the Pong Game 7. Chapter 7: Dynamic Collision Detection and Physics – Finishing the Pong Game 8. Chapter 8: SFML Views – Starting the Zombie Shooter Game 9. Chapter 9: C++ References, Sprite Sheets, and Vertex Arrays 10. Chapter 10: Pointers, the Standard Template Library, and Texture Management 11. Chapter 11: Collision Detection, Pickups, and Bullets 12. Chapter 12: Layering Views and Implementing the HUD 13. Chapter 13: Sound Effects, File I/O, and Finishing the Game 14. Chapter 14: Abstraction and Code Management – Making Better Use of OOP 15. Chapter 15: Advanced OOP – Inheritance and Polymorphism 16. Chapter 16: Building Playable Levels and Collision Detection 17. Chapter 17: Sound Spatialization and the HUD 18. Chapter 18: Particle Systems and Shaders 19. Chapter 19: Game Programming Design Patterns – Starting the Space Invaders ++ Game 20. Chapter 20: Game Objects and Components 21. Chapter 21: File I/O and the Game Object Factory 22. Chapter 22: Using Game Objects and Building a Game 23. Chapter 23: Before You Go... 24. Other Books You May Enjoy

SFML's Text and Font classes

Let's talk about the Text and Font classes using some hypothetical code before we go ahead and add the code to our game.

The first step in being able to draw text on the screen is to have a font. In Chapter 1, C++, SFML, Visual Studio, and Starting the First Game, we added a font file to the project folder. Now, we can load the font into an SFML Font object, so that it's ready to use.

The code to do so looks like the following:

Font font;
font.loadFromFile("myfont.ttf");

In the preceding code, we first declare the Font object and then load an actual font file. Note that myfont.ttf is a hypothetical font and that we could use any font in the project folder.

Once we have loaded a font, we need an SFML Text object:

Text myText;

Now, we can configure our Text object. This includes the size, the color, the position on-screen, the String that holds the message, and of course the act of associating it with our font...

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