Book Image

Mastering SFML Game Development

By : Raimondas Pupius
Book Image

Mastering SFML Game Development

By: Raimondas Pupius

Overview of this book

SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more ‘alive’. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we’re going to be building. From this point on, it’s all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient.
Table of Contents (17 chapters)
Mastering SFML Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Implementing the menu state


With most of the backend already covered, we're ready to move towards the front, and start working on more interactive aspects of the project, such as interfaces. Let's start by creating a main menu:

void State_MainMenu::OnCreate(){ 
  auto context = m_stateMgr->GetContext(); 
  GUI_Manager* gui = context->m_guiManager; 
  gui->LoadInterface("MainMenu.interface", "MainMenu"); 
  gui->GetInterface("MainMenu")->SetPosition( 
    sf::Vector2f(250.f, 168.f)); 
  EventManager* eMgr = context->m_eventManager; 
  eMgr->AddCallback("MainMenu_Play", &State_MainMenu::Play, this); 
  eMgr->AddCallback("MainMenu_Quit", &State_MainMenu::Quit, this); 
} 

All of these classes have already been covered in Chapter 1 , Under the Hood - Setting up the Backend, but let us have a quick rundown of what this does once more. After we obtain the shared context, a main menu interface is loaded and positioned on screen. The m_eventManager is then used to bind...