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SFML Game Development By Example

SFML Game Development By Example

By : Pupius
3.9 (22)
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SFML Game Development By Example

SFML Game Development By Example

3.9 (22)
By: Pupius

Overview of this book

Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive learning curve. This effectively serves as a confidence booster, as well as a way to delve into the game development process itself, before having to worry about more advanced topics such as “rendering pipelines” or “shaders.” With just an investment of moderate C++ knowledge, this book will guide you all the way through the journey of game development. The book starts by building a clone of the classical snake game where you will learn how to open a window and render a basic sprite, write well-structured code to implement the design of the game, and use the AABB bounding box collision concept. The next game is a simple platformer with enemies, obstacles and a few different stages. Here, we will be creating states that will provide custom application flow and explore the most common yet often overlooked design patterns used in game development. Last but not the least, we will create a small RPG game where we will be using common game design patterns, multiple GUI. elements, advanced graphical features, and sounds and music features. We will also be implementing networking features that will allow other players to join and play together. By the end of the book, you will be an expert in using the SFML library to its full potential.
Table of Contents (16 chapters)
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15
Index

Chapter 4. Grab That Joystick – Input and Event Management

Arguably, the most important aspect of any game ever made is actually being able to play it. Regardless of the purpose of input, ranging from simply hitting keys to navigating through menus to controlling when your character jumps and which direction he or she walks to, the lack of an application presenting a way for you to interact with it might as well leave you with a very fancy screensaver. We have very briefly looked at the primitive way of grabbing and using the keyboard input, however our motivation for this chapter is quite different than simply being content with a large nest of if/else statements that handle every single key being pressed. Instead, we want to look at a more robust way of handling not just the keyboard, but also the mouse and any events that happen between the frames, along with adding potential for processing input of additional peripherals, such as joysticks. With that in mind, let&apos...

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