Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
Arrow right icon
View More author details
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

Chapter 5. Can I Pause This? – Application States

A piece of software like a video game is rarely as simple as the term suggests. Most of the time, it's not just the game mechanics and rendering one has to deal with in such an application. Nowadays, an industry-standard product also includes a nice introduction animation before the game begins. It also has a menu for the player to tinker with in order to start playing the game, manage the different settings it offers, view the credits or quit the application. On top of that, the title of this chapter also suggests the possibility of putting your game on pause for a moment or two. In hindsight, it's simple conveniences like this that draw the line in the sand between a game in its early stages, that's awkward to navigate and possibly confusing, and a product that offers the same level of control as most games on the market. To supply the backbone to such an idea, in this chapter we will be covering:

  • Implementing...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at AU $24.99/month. Cancel anytime