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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
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 (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

Moving a sprite revisited


Now that we have a fancy event manager, let's test it fully by moving a sprite to the location of the mouse when the left shift key is held down and the left mouse button is pressed. Add two new data members to your Game class: m_texture and m_sprite. Set them up as discussed in the previous chapters. For our purposes, we'll just be re-using the mushroom graphic from the first few chapters. Now add and implement a new method in your game class called MoveSprite:

void Game::MoveSprite(EventDetails* l_details){
    sf::Vector2i mousepos = m_window->GetEventManager()->GetMousePos(m_window->GetRenderWindow());
    m_sprite.setPosition(mousepos.x, mousepos.y);
    std::cout << "Moving sprite to: " << mousepos.x << ":" << mousepos.y << std::endl;
}

What we do here is grab the mouse position relative to the current window from the event manager and store it in a local integer vector called mousepos. We then set the position of our sprite...

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