Book Image

Mastering SFML Game Development

By : Raimondas Pupius
Book Image

Mastering SFML Game Development

By: Raimondas Pupius

Overview of this book

SFML is a cross-platform software development library written in C++ with bindings available for many programming languages. It provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. This book will help you become an expert of SFML by using all of its features to its full potential. It begins by going over some of the foundational code necessary in order to make our RPG project run. By the end of chapter 3, we will have successfully picked up and deployed a fast and efficient particle system that makes the game look much more ‘alive’. Throughout the next couple of chapters, you will be successfully editing the game maps with ease, all thanks to the custom tools we’re going to be building. From this point on, it’s all about making the game look good. After being introduced to the use of shaders and raw OpenGL, you will be guided through implementing dynamic scene lighting, the use of normal and specular maps, and dynamic soft shadows. However, no project is complete without being optimized first. The very last chapter will wrap up our project by making it lightning fast and efficient.
Table of Contents (17 chapters)
Mastering SFML Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Controlling entities


Since we have already laid down the code foundation, it's now possible to focus on controlling the entities on the screen. Whether they're being controlled as player avatars by means of a keyboard, or through some sort of artificial intelligence (AI), they still need to have this basic component:

class C_Controller : public C_Base{ 
public: 
  C_Controller() : C_Base(Component::Controller){} 
  void ReadIn(std::stringstream& l_stream){} 
}; 

As you can tell, we have absolutely no data that gets stored here so far. For now, it can simply be considered just a specific signature that lets the ECS know it can be controlled.

Control system

In order for entities to be controlled, they must have three basic component types:

S_Control::S_Control(SystemManager* l_systemMgr) 
  : S_Base(System::Control,l_systemMgr) 
{ 
  Bitmask req; 
  req.TurnOnBit((unsigned int)Component::Position); 
  req.TurnOnBit((unsigned int)Component::Movable); 
  req.TurnOnBit((unsigned int)Component...