Book Image

SFML Game Development

By : Artur Moreira, Henrik Vogelius Hansson, Jan Haller, Henrik Valter Vogelius, SFML
Book Image

SFML Game Development

By: Artur Moreira, Henrik Vogelius Hansson, Jan Haller, Henrik Valter Vogelius, SFML

Overview of this book

Game development comprises the combination of many different aspects such as game logics, graphics, audio, user input, physics and much more. SFML is an Open Source C++ library designed to make game development more accessible, exposing multimedia components to the user through a simple, yet powerful interface. If you are a C++ programmer with a stack of ideas in your head and seeking a platform for implementation, your search ends here.Starting with nothing more than a blank screen, SFML Game Development will provide you with all the guidance you need to create your first fully featured 2D game using SFML 2.0. By the end, you'll have learned the basic principles of game development, including advanced topics such as how to network your game, how to utilize particle systems and much more.SFML Game Development starts with an overview of windows, graphics, and user inputs. After this brief introduction, you will start to get to grips with SFML by building up a world of different game objects, and implementing more and more gameplay features. Eventually, you'll be handling advanced visual effects, audio effects and network programming like an old pro. New concepts are discussed, while the code steadily develops.SFML Game Development will get you started with animations, particle effects and shaders. As well as these fundamental game aspects, we're also covering network programming to the extent where you'll be able to support the game running from two different machines. The most important part, the gameplay implementation with enemies and missiles, will make up the core of our top-scrolling airplane shoot' em-up game!You will learn everything you need in SFML Game Development in order to start with game development and come closer to creating your own game.
Table of Contents (18 chapters)
SFML Game Development
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Entities


An entity denotes a game element in the world. In our game, possible entities are friendly and enemy airplanes, bullets, missiles, or pickups that increase the player's strength. Entities interact with each other: enemy airplanes can fire missiles, the player's airplane may evade them, and the missiles may explode if they hit the player's plane, dealing damage to it. The player's aircraft can touch a pickup to collect it, as a result of which it gets a new ability. The possibilities are nearly unlimited, and they may occur between almost any pair of entity types.

In our code, we represent entities using the traditional approach of an entity hierarchy. We have a base class called Entity, which contains the data and functionality that all different kinds of entities have in common. We have multiple classes that derive from Entity, and that implement specific functionality. These derived classes could represent airplanes, projectiles (such as missiles), or pickups. One commonality between...