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

Building the control mechanism


While building maps, the user tends to run into situations where they need more than just a tile being placed where the mouse clicks. It would definitely be useful to have tools that would enable them to freely pan around, select chunks of the map for deletion or copying, erase them and so on. Our control class is going to serve this exact purpose. It will provide a set of tools that can be used for multiple different situations:

enum class ControlMode{None, Pan, Brush, Bucket, Eraser, Select}; 

The preceding control mode enumeration represents a couple of the most common tools that come in a variety of different pieces of software. We're going to implement some of them here, and leave the rest up to you! In the end, we should have a control interface that looks a little like this:

Let us get to actually writing out the header for the control class. For clarity, we are going to be discussing its methods and data members separately, starting with the member...