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Author Pupius, Raimondas, author.

Title SFML game development by example : create and develop exciting games from start to finish using SFML / Raimondas Pupius. [O'Reilly electronic resource]

Publication Info. Birmingham : Packt Publishing, 2015.
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Description 1 online resource : illustrations
Series Community experience distilled
Community experience distilled.
Note Includes index.
Summary Annotation Create and develop exciting games from start to finish using SFMLAbout This Book Familiarize yourself with the SFML library and explore additional game development techniques Craft, shape, and improve your games with SFML and common game design elements A practical guide that will teach you how to use utilize the SFML library to build your own, fully functional applicationsWho This Book Is ForThis book is intended for game development enthusiasts with at least decent knowledge of the C++ programming language and an optional background in game design. What You Will Learn Create and open a window by using SFML Utilize, manage, and apply all of the features and properties of the SFML library Employ some basic game development techniques to make your game tick Build your own code base to make your game more robust and flexible Apply common game development and programming patterns to solve design problems Handle your visual and auditory resources properly Construct a robust system for user input and interfacing Develop and provide networking capabilities to your gameIn DetailSimple 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. Style and approach An elaborate take on the game development process in a way that compliments the reader's existing knowledge, this book provides plenty of examples and is kind to the uninitiated. Each chapter builds upon the knowledge gained from the previous one and offers clarifications on common issues while still remaining within the scope of its own subject and retaining clarity.
Contents Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: It's Alive! It's Alive! -- Setup and First Program; What is SFML?; SFML licensing; Resources and installation; Setting up a Microsoft Visual Studio project; Opening a window; Basics of SFML drawing; Drawing images in SFML; What is a sprite?; Common mistakes; Summary; Chapter 2: Give It Some Structure -- Building the Game Framework; Graduating to ravioli; Implementing the window class; Building the game class; Putting our code to work; Hardware and execution time.
Controlling the frame-rateUsing the SFML clock; Fixed time-step; Common mistakes; Summary; Chapter 3: Get Your Hands Dirty -- What You Need to Know; Introducing snake; Game design decisions; Implementing the snake structure; The snake class; The World class; Time to integrate; Hunting bugs; Fixing bugs; Going the extra mile; Common mistakes; Summary; Chapter 4: Grab That Joystick -- Input and Event Management; Retrieving peripheral input; Checking for mouse input; Plug in your controller; Understanding the sf::Event; Introducing the event manager; Standard function wrapper.
Building the event managerImplementing the event manager; Integrating the EventManager class; Moving a sprite revisited; Principles of use; Common mistakes; Summary; Chapter 5: Can I Pause This? -- Application States; What is a state?; The most simplistic approach; Introducing the state pattern; Defining common types; The state manager class; Defining the state manager class; Implementing the state manager; Improving the Event Manager class; Incorporating the state manager; Creating the intro state; Implementing the intro state; The main menu state; A sample game state; The means to pause.
Common mistakesSummary; Chapter 6: Set It in Motion! -- Animating and Moving around Your World; Use of copyrighted resources; Finding and using the current directory; Using the SFML views; Preparing application states for views; Automated resource management; Designing a resource manager; Implementing the texture manager; Introducing sprite sheets; Implementing a sprite sheet class; The base animation class; Implementing the base animation class; Directional animation; Loading the sprite sheet files; Summary; Chapter 7: Rediscovering Fire -- Common Game Design Elements; The game map.
What is a tile?Building the game world; The flyweight pattern; Designing the map class; The parent of all world objects; Creating the base entity class; Collisions and bounding boxes; Implementing the base entity class; Entity-on-tile collisions; Entity storage and management; Implementing the entity manager; Using entities to build characters; Implementing the character class; Creating the player; Adding enemies; Loading entities from the map file; Final editions to our code base; Changes to the shared context; Putting all the pieces together; Summary.
Chapter 8: The More You Know -- Common Game Programming Patterns.
Subject Video games -- Programming.
Multimedia systems -- Computer programs.
C++ (Computer program language)
Jeux vidéo -- Programmation.
Multimédia -- Logiciels.
C++ (Langage de programmation)
C++ (Computer program language)
Video games -- Programming
Multimedia systems -- Computer programs
Other Form: Print version: Pupius, Raimondas. SFML Game Development By Example. Birmingham : Packt Publishing, ©2015
ISBN 9781785283000 (electronic bk.)
1785283006 (electronic bk.)
1785287346
9781785287343
Standard No. 9781785287343
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