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

The sound emitter component


Within the entity component system paradigm, every possible entity parameter or feature is represented as a component. Emitting sounds is definitely one of those features. In order for that to happen, we do have some setting up to do, starting with creating and implementing it in the C_SoundEmitter.h header. Before that, however, let's define the types of sounds an entity can have:

enum class EntitySound{ None = -1, Footstep, Attack, Hurt,Death };

As you can see, we're only going to be working with four types of sound, one of which is going to be implemented in this chapter. A None value is also set up in order to make error checking easier.

Every sound that an entity can emit will most likely have different frames it plays during, which calls for a new data structure that encapsulates such information:

struct SoundParameters{
  static const int Max_SoundFrames = 5;
  SoundParameters(){
    for (int i = 0; i < Max_SoundFrames; ++i){ m_frames[i] = -1; }
  }
  std...