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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

Implementing the rendering system


In order for entities to be drawn on screen, they must have a component that represents them visually. After some careful planning, one can deduce that an entity will probably not have just one possible choice for a graphical representation. For example, instead of a sprite sheet, an entity can be a simple shape with a single color fill. In order to make that happen, we need a common interface for drawable components. Let's see what we can come up with:

class C_Drawable : public C_Base{
public:
  C_Drawable(const Component& l_type) : C_Base(l_type){}
  virtual ~C_Drawable(){}

  virtual void UpdatePosition(const sf::Vector2f& l_vec) = 0;
  virtual const sf::Vector2u& GetSize() = 0;
  virtual void Draw(sf::RenderWindow* l_wind) = 0;
private:

};

The first thing to note here is that the constructor of this class also takes in a component type, and simply passes it to the base class. Since C_Drawable only has purely virtual methods, it can never be...

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