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

Entity states


Having entities that are able to move around now implies they can either be standing still or moving. This quickly brings about the issue of entity states. Luckily, we have an elegant way of dealing with that, by introducing another component type and a system. Let's start by enumerating all possible entity states, and using the enumeration to establish a component type:

enum class EntityState{ Idle, Walking, Attacking, Hurt, Dying }; 
 
class C_State : public C_Base{ 
public: 
  C_State(): C_Base(Component::State){} 
  void ReadIn(std::stringstream& l_stream){ 
    unsigned int state = 0; 
    l_stream >> state; 
    m_state = static_cast<EntityState>(state); 
  } 
 
  EntityState GetState() const { ... } 
  void SetState(const EntityState& l_state){ ... } 
private: 
  EntityState m_state; 
}; 

That's all we have to keep track of inside the component class. Time to move on to the system!

State system

Because state is not directly tethered to any other data...