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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

The parent of all world objects


An entity is essentially just another word for a game object. It's an abstract class that acts as a parent to all of its derivatives, which include the player, enemies, and perhaps even items, depending on how you want to implement that. Having these entirely different concepts share the same roots allows the programmer to define types of behavior that are common to all of them. Moreover, it lets the game engine act upon them in the same manner, as they all share the same interface. For example, the enemy can be pushed, and so can the player. All enemies, items, and the player have to be affected by gravity as well. Having that common ancestry between these different types allows us to offload a lot of redundant code and focus on the aspects that are unique to each entity, instead of re-writing the same code over and over again.

Let's begin by defining what entity types we're going to be dealing with:

enum class EntityType{ Base, Enemy, Player };

The base entity...

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