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

Implementing the rendering system


In order for entities to be drawn on screen, they must have a component that represents them visually. After some careful planning, one can deduce that an entity will probably not have just one possible choice for a graphical representation. For example, instead of a sprite sheet, an entity can be a simple shape with a single color fill. In order to make that happen, we need a common interface for drawable components. Let's see what we can come up with:

class C_Drawable : public C_Base{
public:
  C_Drawable(const Component& l_type) : C_Base(l_type){}
  virtual ~C_Drawable(){}

  virtual void UpdatePosition(const sf::Vector2f& l_vec) = 0;
  virtual const sf::Vector2u& GetSize() = 0;
  virtual void Draw(sf::RenderWindow* l_wind) = 0;
private:

};

The first thing to note here is that the constructor of this class also takes in a component type, and simply passes it to the base class. Since C_Drawable only has purely virtual methods, it can never be...

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