Book Image

Beginning C++ Game Programming - Second Edition

By : John Horton
Book Image

Beginning C++ Game Programming - Second Edition

By: John Horton

Overview of this book

The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you’ll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch
Table of Contents (25 chapters)
23
Chapter 23: Before You Go...

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...