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

Implementing the snake structure


Let's now create the two files we'll be working with: Snake.h and Snake.cpp. Prior to actually developing the snake class, a definition of some data types and structures is in order. We can begin by actually defining the structure that our apple eating serpent will be made out of, right in the snake header file:

struct SnakeSegment{
    SnakeSegment(int x, int y) : position(x,y){}
    sf::Vector2i position;
};

As you can tell, it's a very simple structure that contains a single member, which is an integer vector representing the position of the segment on the grid. The constructor here is utilized to set the position of the segment through an initializer list.

Tip

Before moving past this point, make sure you're competent with the Standard Template Library and the data containers it provides. We will specifically be using std::vector for our needs.

We now have the segment type defined, so let's get started on actually storing the snake somewhere. For beginner purposes...