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

Principles of use


Knowing when to use which types of events is important even in this design. Let's say, for example, that you only want a callback to be called once for a binding that involves the left shift and the R key. You wouldn't define both the event types as Keyboard, because that would keep invoking the callback method as long as these keys are down. You also don't want to define both of them as KeyDown events, because that would mean that both of these events would have to be registered at the same time, which, when holding down multiple keys, is likely not going to happen because of the screen refresh rate. The correct way to use this is mixing the Keyboard and KeyDown events so that the very last key to be pressed is the KeyDown type and the rest of the keys will be Keyboard types. In our example, it means that we would have the left shift key being checked through the sf::Keyboard class, while the R key would default to an event being dispatched. That might sound odd at first...