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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

What is a state?

Before we get into any kind of implementation, it's necessary to understand what we're dealing with. If you've been reading up on any kind of game development material before, you probably came across the term state. It can mean different things, depending on its context. In this case, a state is any one of the many different layers of your game, like the main menu, the intro that plays before the menu is shown, or the actual game-play. Naturally, each one of these layers has its own way of updating itself and rendering its contents onto the screen. The game developer's job when utilizing this system is to break down a given problem into separate, manageable states and transitions between them. This essentially means that if you are presented with the problem of having a menu in the game, the solution would be creating two states, one for the menu and one for your game-play, and transitioning between the two at appropriate times.

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