Chapter 6. Waiting and Maintenance Area – Menus
Most games have menus and it's something the player expects when opening up a new game. Even in its simplest form, there is a user interface that responds to the user, and gives him the information he needs to enjoy the game. You might have noticed that we implemented a simple menu in the previous chapter, but it's a prime example where you should refactor and extract into its own class. This is what we will do in this chapter:
- Design a user interface components hierarchy
- Implement the base component class
- Implement containers, labels, and buttons
- Create a proper title screen
- Create a settings screen
What we aim in this chapter is to give you a fundamental understanding of creating a graphical user interface ...
Get SFML Game Development now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.