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SFML Game Development By Example

You're reading from   SFML Game Development By Example Create and develop exciting games from start to finish using SFML

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Toc

Table of Contents (16) Chapters Close

Preface 1. It's Alive! It's Alive! – Setup and First Program 2. Give It Some Structure – Building the Game Framework FREE CHAPTER 3. Get Your Hands Dirty – What You Need to Know 4. Grab That Joystick – Input and Event Management 5. Can I Pause This? – Application States 6. Set It in Motion! – Animating and Moving around Your World 7. Rediscovering Fire – Common Game Design Elements 8. The More You Know – Common Game Programming Patterns 9. A Breath of Fresh Air – Entity Component System Continued 10. Can I Click This? – GUI Fundamentals 11. Don't Touch the Red Button! – Implementing the GUI 12. Can You Hear Me Now? – Sound and Music 13. We Have Contact! – Networking Basics 14. Come Play with Us! – Multiplayer Subtleties Index

Retrieving peripheral input


A few of the previous chapters have already touched on this subject of retrieving peripheral output a little bit, and, ironically enough, the entire scope of the class was covered. Just to recap, sf::Keyboard is a class that provides a single static method isKeyPressed(sf::Keyboard::Key) to determine the real-time state of a certain keyboard key, which gets passed in as an argument to the method, represented by the sf::Keyboard::Key enumeration table. Because this method is static, sf::Keyboard doesn't need to be instantiated and can be used as follows:

if(sf::Keyboard::isKeyPressed(sf::Keyboard::W)){
    // Do something if the W key is pressed.
}

This is the way we checked for input in the previous chapters, however, it does lend itself to quite a bit of a mess of if/else statements if we want to check for more keystrokes.

Checking for mouse input

Predictably enough, SFML also provides a class similar to sf::Keyboard with the same idea of obtaining real-time status...

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