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

Using the particle system


Before we can start using our particle system, some basic setting up is in order. First, since the particle system is dependent on both states and map loading, their relationship must be set up inside the main Game class like so:

void Game::SetUpStates() { 
  ... 
  m_stateManager->AddDependent(m_particles.get()); 
  ... 
} 
 
void Game::SetUpClasses() { 
  ... 
  m_gameMap.AddLoadee(m_particles.get()); 
} 

Next, let's build an actual type of particle that will be used inside the main menu to make it look spectacular:

Name MenuFlame 
PointPosition 
SizeRange 32 8 
|ColorRange 255 255 0 100 0 255 255 0 
RandomColor 100 255 100 255 100 255 
RandomLifespan 6 6 
RandomVelocity -10 10 -50 -80 5 10 
RotationRange 0 45 
Texture Flame 
Properties 0 1 

All of these generator parameters have already been covered, so if this format looks questionable, it may be prudent to review the generator section once again.

Let us add all of these spectacular visuals to the menu state...