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

Common mistakes


A likely mistake that might be made when using this system is the absence of registration of newly added states. If you have built a state and it simply draws a black screen when you switch to it, chances are it was never registered in the constructor of StateManager.

The window not responding to the F5 key being pressed or the close button being hit is a sign of the global callbacks not being set up right. In order to make sure a callback is invoked no matter which state you're in, it must be set up with the state type of 0, like so:

m_eventManager->AddCallback(StateType(0),"Fullscreen_toggle",
    &Window::ToggleFullscreen,this);
m_eventManager->AddCallback(StateType(0),"Window_close",
    &Window::Close,this);

Finally, remember that when the mouse position is retrieved in the main menu state, the coordinates stored inside the event are automatically relative to the window. Obtaining coordinates through sf::Mouse::GetPosition is not going to do the same, unless...