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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

Using entities to build characters


So far, we only have entities that define some abstract methods and provide the means of manipulating them, but nothing that can appear in the game world, be rendered, and walk around. At the same time, we don't want to re-implement all of that functionality all over again in the player or enemy classes, which means we need an intermediate-level abstract class: Character. This class will provide all of the functionality that is shared between all entities that need to move around the world and be rendered. Let's get on with designing:

class Character : public EntityBase{
friend class EntityManager;
public:
  Character(EntityManager* l_entityMgr);
  virtual ~Character();
  void Move(const Direction& l_dir);
  void Jump();
  void Attack();
  void GetHurt(const int& l_damage);
  void Load(const std::string& l_path);
  virtual void OnEntityCollision(
    EntityBase* l_collider, bool l_attack) = 0;
  virtual void Update(float l_dT);
  void Draw(sf...
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