Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • SFML Game Development By Example
  • Toc
  • feedback
SFML Game Development By Example

SFML Game Development By Example

By : Pupius
3.9 (22)
close
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)
close
15
Index

Moving a sprite revisited


Now that we have a fancy event manager, let's test it fully by moving a sprite to the location of the mouse when the left shift key is held down and the left mouse button is pressed. Add two new data members to your Game class: m_texture and m_sprite. Set them up as discussed in the previous chapters. For our purposes, we'll just be re-using the mushroom graphic from the first few chapters. Now add and implement a new method in your game class called MoveSprite:

void Game::MoveSprite(EventDetails* l_details){
    sf::Vector2i mousepos = m_window->GetEventManager()->GetMousePos(m_window->GetRenderWindow());
    m_sprite.setPosition(mousepos.x, mousepos.y);
    std::cout << "Moving sprite to: " << mousepos.x << ":" << mousepos.y << std::endl;
}

What we do here is grab the mouse position relative to the current window from the event manager and store it in a local integer vector called mousepos. We then set the position of our sprite...

bookmark search playlist font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete