Book Image

SFML Game Development

By : Artur Moreira, Henrik Vogelius Hansson, Jan Haller, Henrik Valter Vogelius, SFML
Book Image

SFML Game Development

By: Artur Moreira, Henrik Vogelius Hansson, Jan Haller, Henrik Valter Vogelius, SFML

Overview of this book

Game development comprises the combination of many different aspects such as game logics, graphics, audio, user input, physics and much more. SFML is an Open Source C++ library designed to make game development more accessible, exposing multimedia components to the user through a simple, yet powerful interface. If you are a C++ programmer with a stack of ideas in your head and seeking a platform for implementation, your search ends here.Starting with nothing more than a blank screen, SFML Game Development will provide you with all the guidance you need to create your first fully featured 2D game using SFML 2.0. By the end, you'll have learned the basic principles of game development, including advanced topics such as how to network your game, how to utilize particle systems and much more.SFML Game Development starts with an overview of windows, graphics, and user inputs. After this brief introduction, you will start to get to grips with SFML by building up a world of different game objects, and implementing more and more gameplay features. Eventually, you'll be handling advanced visual effects, audio effects and network programming like an old pro. New concepts are discussed, while the code steadily develops.SFML Game Development will get you started with animations, particle effects and shaders. As well as these fundamental game aspects, we're also covering network programming to the extent where you'll be able to support the game running from two different machines. The most important part, the gameplay implementation with enemies and missiles, will make up the core of our top-scrolling airplane shoot' em-up game!You will learn everything you need in SFML Game Development in order to start with game development and come closer to creating your own game.
Table of Contents (18 chapters)
SFML Game Development
About the Authors
About the Reviewers

Composing our world

Up to now, we have taken a look at entities and the scene graph, we know how to render and update objects in the world, and we have seen how views and scrolling work. We have a concrete knowledge about many building blocks, now it is time to assemble them to shape a model of our fictional world.

Completely unforeseen, we create a new class called World. On one side, our World class must contain all the data related to rendering:

  • A reference to the render window

  • The world's current view

  • A texture holder with all the textures needed inside the world

  • The scene graph

  • Some pointers to access the scene graph's layer nodes

On the other hand, we store some logical data:

  • The bounding rectangle of the world, storing its dimensions

  • The position where the player's plane appears in the beginning

  • The speed with which the world is scrolled

  • A pointer to the player's aircraft

Concerning functionality, we implement public functions to update and draw the world. We also add two private functions to...