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

Expanding the event manager


GUI events need to be handled for every possible state of the application in order to keep them from piling up, much like SFML events. In order to avoid writing all of that extra code, we're going to use something that was built solely for the purpose of handling them: the event manager.

Let's start by expanding the EventType enumeration to support GUI events:

enum class EventType{ 
  ...
  Keyboard = sf::Event::Count + 1, Mouse, Joystick,
  GUI_Click, GUI_Release, GUI_Hover, GUI_Leave
};

It's important to keep these custom event types at the very bottom of the structure because of the way the code we've written in the past works.

Our previous raw implementation of the EventManager class relied on the fact that any given event can be represented simply by a numeric value. Most SFML events, such as key bindings, fit into that category but a lot of other event types, especially custom events, require additional information in order to be processed correctly.

Instead...