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

The snake class


Before designing any object, one must ask oneself what it needs. In our case, the snake needs to have a direction to move towards. It also needs to have lives, keep track of the score, its speed, whether it lost or not, and whether it lost or not. Lastly, we're going to store a rectangle shape that will represent every segment of the snake. When all these are addressed, the header of the snake class would look something like the following:

class Snake{
public:
    Snake(int l_blockSize);
    ~Snake();

    // Helper methods.
    void SetDirection(Direction l_dir);
    Direction GetDirection();
    int GetSpeed();
    sf::Vector2i GetPosition();
    int GetLives();
    int GetScore();
    void IncreaseScore();
    bool HasLost();

    void Lose(); // Handle losing here.
    void ToggleLost();

    void Extend(); // Grow the snake.
    void Reset(); // Reset to starting position.

    void Move(); // Movement method.
    void Tick(); // Update method.
    void Cut(int l_segments...