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

Getting the input state in real time

Now, we have gone through many varieties of events. A problem with events is that they report once when the state changes, but you cannot continuously ask them how the state of the input devices look right now.

You can solve this by book keeping yourself, which we have done in the examples preceding this chapter. But SFML, in an effort to make input management easier, has implemented classes that let you access these states in real time whenever you want from wherever you want. We will use the notion of real-time input to denote this alternative method of handling user input.

The three classes sf::Joystick, sf::Keyboard, and sf::Mouse can provide almost the same information that the event-based counterparts do, but with some minor variations. They are summarized here and their difference to the events is shown; we recommend visiting the SFML documentation for more details on them. The three classes contain only static functions, so they are not designed...