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

Going the extra mile


A functional game is far from a fully finished product. Sure, we have everything we wanted in the beginning, but it still leaves things to be desired, such as keeping track of the score and showing how many lives we have. At first, your main instinct might be to just add a bit of text somewhere on the screen that simply prints the number of lives you have left. You may even be tempted to do as little as simply printing it out in the console window. If that's the case, the purpose of this part is to change your way of thinking by introducing something that we will be using and improving over the course of this book: the textbox.

If that name doesn't really mean anything to you, simply imagine a chat window on any given communication application, such as MSN Messenger or Skype. Whenever a new message is added, it's added to the bottom as the older messages are moved up. The window holds a certain number of messages that are visible at one time. That's not only useful for...