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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

Designing the client class

With all of the things happening on the client side, be it rendering sprites or playing sounds or processing user input, it only makes sense to have all of the networking code localized inside a single class. This will allow us to communicate with the server quickly and easily. Let's begin designing that class, by first taking a look at some necessary definitions inside the Client.h header:

#define CONNECT_TIMEOUT 5000 // Milliseconds.

class Client;
using PacketHandler = std::function<
  void(const PacketID&, sf::Packet&, Client*)>;

The first definition is the amount of milliseconds that it takes for a client to realize that it's no longer connected to a server. This value can obviously be tweaked at any time. Following that is a definition of a function type that will be used to handle packets on the client side. We're going to be providing the client class with a pointer to a function that is responsible for handling most of the incoming...

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