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

Creating the intro state


It seems rather fitting to start with the intro state, in turn giving the state manager a bit of an introduction at the same time. As always, a good place to start is with the header file, so let's get going:

class State_Intro : public BaseState{
public:
    ...
    void Continue(EventDetails* l_details);
private:
    sf::Texture m_introTexture;
    sf::Sprite m_introSprite;
    sf::Text m_text;
    float m_timePassed;
};

The State_Intro class, just like all the other state classes we'll build, inherits from the BaseState class. All of the purely virtual methods of the base class have to be implemented here. In addition to that, we have a unique method named Continue and some private data members that will be used in this state. Predictably enough, we will be rendering a sprite on screen, as well as some text. The floating point data member on the very bottom will be used to keep track of how much time we have spent in this state, in order to present the user with...