Book Image

SFML Blueprints

By : Barbier
Book Image

SFML Blueprints

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)
9
Index

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "We also add the point calculation to this class with the addLines() function."

A block of code is set as follows:

AnimatedSprite::AnimatedSprite(Animation* animation,Status
status,const sf::Time& deltaTime,bool loop,int repeat) : onFinished(defaultFunc),_delta(deltaTime),_loop(loop), _repeat(repeat),_status(status)
{
setAnimation(animation);
}

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

int main(intargc,char* argv[])

Any command-line input or output is written as follows:

sudo make install

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "We will also use this class to display the Game Over message if it's needed".

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.