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

Adding entity movement


Within the entity component system paradigm, movement of a particular body is quantified by all the forces imposed on it. The collection of these forces can be represented by a movable component:

class C_Movable : public C_Base{
public:
    ...
private:
    sf::Vector2f m_velocity;
    float m_velocityMax;
    sf::Vector2f m_speed;
    sf::Vector2f m_acceleration;
    Direction m_direction;
};

This component takes away physics elements from the second project of this book, namely the velocity, speed and acceleration attributes. In order to simplify the code, the velocity cap is represented by a single float this time, as it is unlikely we will ever need to limit the velocity differently based on its axis.

Let's take a look at the rest of the movable component class:

C_Movable() : C_Base(Component::Movable),
    m_velocityMax(0.f), m_direction((Direction)0)
{}

The constructor here initializes the data members to some default values, which are later replaced by ones from...