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

Shared code


Since there are many instances where code we write is going to exist on both the client and the server side, let's discuss that first, starting with the way data exchange between both sides is made.

The most important part of our information exchange is updating entities on any and all connected clients. We do this by sending specialized structures back and forth, which contains relevant entity information. From now on, these structures are going to be referred to as snapshots. Let's see how they can be implemented, by taking a look at the EntitySnapshot.h file:

struct EntitySnapshot{
    std::string m_type;
    sf::Vector2f m_position;
    sf::Int32 m_elevation;
    sf::Vector2f m_velocity;
    sf::Vector2f m_acceleration;
    sf::Uint8 m_direction;
    sf::Uint8 m_state;
    sf::Uint8 m_health;
    std::string m_name;
};

The information we're going to be updating constantly for any given entity consists of its position and elevation, velocity, acceleration, the direction it's...