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 parent of all world objects


An entity is essentially just another word for a game object. It's an abstract class that acts as a parent to all of its derivatives, which include the player, enemies, and perhaps even items, depending on how you want to implement that. Having these entirely different concepts share the same roots allows the programmer to define types of behavior that are common to all of them. Moreover, it lets the game engine act upon them in the same manner, as they all share the same interface. For example, the enemy can be pushed, and so can the player. All enemies, items, and the player have to be affected by gravity as well. Having that common ancestry between these different types allows us to offload a lot of redundant code and focus on the aspects that are unique to each entity, instead of re-writing the same code over and over again.

Let's begin by defining what entity types we're going to be dealing with:

enum class EntityType{ Base, Enemy, Player };

The base entity...