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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

Handling collisions


Making entities bump into each other, as well as into all the lush environments we'll be building is a mechanic, without which most games out there would not be able to function. In order for that to be possible, these animated images zooming around the screen must have a component, which represents their solidity. Bounding boxes worked really well for us in the past, so let's stick to them and begin constructing the collidable body component:

enum class Origin{ Top_Left, Abs_Centre, Mid_Bottom };

class C_Collidable : public C_Base{
public:
    ...
private:
    sf::FloatRect m_AABB;
    sf::Vector2f m_offset;
    Origin m_origin;

    bool m_collidingOnX;
    bool m_collidingOnY;
};

Every collidable entity must have a bounding box that represents the solid portion of it. That's exactly where the m_AABB rectangle comes in. In addition to that, the bounding box itself can be offset by a number of pixels, based on what kind of entity it is, as well as have a different origin...

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