Book Image

SFML Game Development By Example

By : Raimondas Pupius
Book Image

SFML Game Development By Example

By: Raimondas 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 (21 chapters)
SFML Game Development By Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Designing the client class


With all of the things happening on the client side, be it rendering sprites or playing sounds or processing user input, it only makes sense to have all of the networking code localized inside a single class. This will allow us to communicate with the server quickly and easily. Let's begin designing that class, by first taking a look at some necessary definitions inside the Client.h header:

#define CONNECT_TIMEOUT 5000 // Milliseconds.

class Client;
using PacketHandler = std::function<
  void(const PacketID&, sf::Packet&, Client*)>;

The first definition is the amount of milliseconds that it takes for a client to realize that it's no longer connected to a server. This value can obviously be tweaked at any time. Following that is a definition of a function type that will be used to handle packets on the client side. We're going to be providing the client class with a pointer to a function that is responsible for handling most of the incoming information...