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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

Entity storage and management


Without proper management, these entities are just random classes scattered about in your memory with no rhyme or reason. In order to produce a robust way to create interactions between entities, they need to be babysat by a manager class. Before we begin designing it, let's define some data types to contain the information we're going to be working with:

using EntityContainer = std::unordered_map<unsigned int,EntityBase*>;
using EntityFactory = std::unordered_map<EntityType, std::function<EntityBase*(void)>>;
using EnemyTypes = std::unordered_map<std::string,std::string>;

The EntityContainer type is, as the name suggests, a container of entities. It is once again powered by an unordered_map, which ties instances of entities to unsigned integers that serve as identifiers. The next type is a container of lambda functions that links entity types to code that can allocate memory and return instances of classes that inherit from the base entity...

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