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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
Tools
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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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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

Building the tile selector


When working with tile maps, it is important to have a fast and intuitive way of accessing the tile-sheet, selecting its contents and painting them directly onto the game map. A good set of tools can give the artist the boost they have been looking for, while an unmanageable application is only a hindrance. Let us take a peek at what we are going to be building:

This interface, just like most others we have been working with, is going to be much easier to manage when wrapped in a class of its own:

class GUI_MapTileSelector { 
public: 
  GUI_MapTileSelector(EventManager* l_eventManager, 
    GUI_Manager* l_guiManager, TextureManager* l_textureManager); 
  ~GUI_MapTileSelector(); 
  void Show(); 
  void Hide(); 
  bool IsActive() const; 
  void SetSheetTexture(const std::string& l_texture); 
  void UpdateInterface(); 
  bool CopySelection(TileMap& l_tileMap) const; 
  void TileSelect(EventDetails* l_details...
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