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

The GUI hierarchy, the Java way

The architecture for the GUI framework will resemble a lot of other toolkits such as Java's Swing/AWT library as it's a well working concept. Note that it is not exactly reproduced, rather is used as a source of inspiration. In the end, what we aim to achieve is a working menu state based on this design, but without pumping the state full of boilerplate GUI code.

We create a namespace GUI in order to make the distinction clear to other parts of our game, since a lot of the names such as "component" are generic, and can be misinterpreted easily. We start with one core base class, which the entire hierarchy rests on. We call it Component and in our case it is quite small. It defines the interface that we will be using regularly besides setting up the objects. The class defines a couple of virtual functions, one of which is the handleEvent() function. We let the Component class inherit from sf::Drawable for the same reason as the scene nodes. To have an interface...