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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
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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

Entity sounds


Just like states, an entity can emit multiple different types of sound. Each different type must also have certain parameters associated with it:

enum class EntitySound{ None = -1, Footstep, Attack, 
  Hurt, Death, COUNT }; 
 
struct SoundParameters{ 
  static const int Max_SoundFrames = 5; 
  SoundParameters(){ 
    for (int i = 0; i < Max_SoundFrames; ++i){ m_frames[i] = -1; } 
  } 
  std::string m_sound; 
  std::array<int, Max_SoundFrames> m_frames; 
}; 

struct SoundParameters simply stores the name of the sound, as well as an array of integers for the maximum number of sound frames. A sound frame is the glue between sounds and sprite sheets, as it defines during which animation frames the sound is emitted.

  • Having defined the previous data structure allows us to successfully create a sound emitter component type:

class C_SoundEmitter : public C_Base{ 
public: 
  C_SoundEmitter():C_Base(Component::SoundEmitter),m_soundID(-1){} 
  void ReadIn(std::stringstream& l_stream...
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