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

Chapter 5. Diverting the Game Flow – State Stack

In the earlier chapters of this book, you have learned how to make an efficient program structure for a game, modern game loops, and data structures to contain a world with rich graphics. You also learned how to deal with user input, making it an interactive simulation. With the combination of all those pieces of knowledge, we can already make an interesting game experience. However, a game is usually more than that. A full blown product doesn't just open and let you play without an explanation, a menu, or a title screen. That is what is going to be covered in this chapter, the ability to make the game richer by adding different states and screens to it.

The main bits of knowledge to acquire throughout the chapter are as follows:

  • The state and the stack

  • Navigating between states

  • Moving our game into a state

  • The title screen as the entry point of the game

  • Our old friend, the main menu

  • Implementing an overlay pause screen

  • A simple example of a concurrent...