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  • Book Overview & Buying SFML Blueprints
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SFML Blueprints

SFML Blueprints

By : Barbier
3.8 (4)
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SFML Blueprints

SFML Blueprints

3.8 (4)
By: Barbier

Overview of this book

This book is for developers who have knowledge of the basics of the SFML library and its capabilities in 2D game development. Minimal experience with C++ is required.
Table of Contents (10 chapters)
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9
Index

Modifying our application

Now that we have all the information required to build our game, let's start to change it. The first step is to change our world to a Euclidean torus with a fixed size. Here is a representation of a torus taken from the Wikipedia page:

Modifying our application

To do this, we will need some information from inside the game, such as the world size. We will add the information inside the Game class as two integer values, height and width:

const int _x, const _y;

We will initialize them with the constructor. So now, we need parameters for this class:

Game(int x=800, int y=600);

We will need to change our constructor implementation a bit, as shown in the following code snippet:

Game::Game(int x, int y) : _window(sf::VideoMode(x,y),"03_Asteroid"),x(x),y(y){
     _player.setPosition(100,100);
}

Okay, now we can choose the size of the world, but how do we make it a torus? In reality, it's not complicated. We only need to check the position of each entity after moving them; and if...

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SFML Blueprints
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