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

Integrating the Event Manager class


Because the event manager needs to check all the events that get processed, it makes sense to keep it in our Window class, where we actually do the event polling. After all, the events that we're processing all originate from the window that's open, so it only makes sense to keep an instance of the event manager here. Let's make a slight adjustment to the Window class by adding a data member to it:

class Window{
public:
    ...
    bool IsFocused();
    EventManager* GetEventManager();
    void ToggleFullscreen(EventDetails* l_details);
    void Close(EventDetails* l_details = nullptr);
    ...
private:
    ...
    EventManager m_eventManager;
    bool m_isFocused;
};

In addition to adding an extra method for obtaining the event manager, the full screen toggle method has been modified to take in the EventDetails structure as an argument. A Close method is also added to our Window class, as well as a flag to keep track of whether the window is in focus or...