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Mastering SFML Game Development

You're reading from   Mastering SFML Game Development Inject new life and light into your old SFML projects by advancing to the next level.

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 pages
Edition 1st Edition
Languages
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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 (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend FREE CHAPTER 2. Its Game Time! - Designing the Project 3. Make It Rain! - Building a Particle System 4. Have Thy Gear Ready - Building Game Tools 5. Filling the Tool Belt - a few More Gadgets 6. Adding Some Finishing Touches - Using Shaders 7. One Step Forward, One Level Down - OpenGL Basics 8. Let There Be Light - An Introduction to Advanced Lighting 9. The Speed of Dark - Lighting and Shadows 10. A Chapter You Shouldnt Skip - Final Optimizations

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...
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