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
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Navigating between states


So far we have our state machine in place and running smoothly, the title screen starts up the program, but how to make the title screen call another state to its place when someone hits a key?

That is exactly what the StateStack class's delayed push and pop mechanism is for. Inside a state handleEvent() and update(), you are given three methods to control the execution and transitions of states: requestStackPush(), requestStackPop(), and requestStackClear().

It is appropriate to use these methods to request new states to be pushed, or to show and replace the current one, as you will verify that our example states do throughout this chapter.

Creating the game state

So far we have covered the theory and practice for inserting the state stack into our sample game. It is fully functional but yet empty, so, it is finally time to create our first state, the game state.

For this, we create a class named GameState and we proceed to relocate the code that could be found in the...