Book Image

SFML Game Development By Example

By : Raimondas Pupius
Book Image

SFML Game Development By Example

By: Raimondas Pupius

Overview of this book

Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive learning curve. This effectively serves as a confidence booster, as well as a way to delve into the game development process itself, before having to worry about more advanced topics such as “rendering pipelines” or “shaders.” With just an investment of moderate C++ knowledge, this book will guide you all the way through the journey of game development. The book starts by building a clone of the classical snake game where you will learn how to open a window and render a basic sprite, write well-structured code to implement the design of the game, and use the AABB bounding box collision concept. The next game is a simple platformer with enemies, obstacles and a few different stages. Here, we will be creating states that will provide custom application flow and explore the most common yet often overlooked design patterns used in game development. Last but not the least, we will create a small RPG game where we will be using common game design patterns, multiple GUI. elements, advanced graphical features, and sounds and music features. We will also be implementing networking features that will allow other players to join and play together. By the end of the book, you will be an expert in using the SFML library to its full potential.
Table of Contents (21 chapters)
SFML Game Development By Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 11. Don't Touch the Red Button! – Implementing the GUI

We covered the fundamentals and created the building blocks necessary for graphical user interface assembly in the course of the last chapter. Although that might seem like lots of code, a lot more goes into making it tick. Proper management of interfaces, good support from the rest of the code base, and user-friendly semantics of the GUI system itself are all paramount. Let's finish our goal set in Chapter 10, Can I Click This? – GUI Fundamentals, and finally provide our users with a means of interfacing.

In this chapter, we will cover the following topics:

  • Management of interfaces and their events

  • Expansion of the event manager class for additional GUI support

  • Creation of our first element type

  • Integration and use of our GUI system

With all the pieces in place, let's bring our interfaces to life!