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Procedural Content Generation for C++ Game Development

You're reading from   Procedural Content Generation for C++ Game Development Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
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Author (1):
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Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
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Table of Contents (13) Chapters Close

Preface 1. An Introduction to Procedural Generation FREE CHAPTER 2. Project Setup and Breakdown 3. Using RNG with C++ Data Types 4. Procedurally Populating Game Environments 5. Creating Unique and Randomized Game Objects 6. Procedurally Generating Art 7. Procedurally Modifying Audio 8. Procedural Behavior and Mechanics 9. Procedural Dungeon Generation 10. Component-Based Architecture 11. Epilogue Index

Creating a transform component


With the ability to attach and return components, let's get our first component built and added. We'll start with a simple one first. Currently, all objects have a position by default that's provided by the Object base class. Let's break this behavior into its own component.

Encapsulating transform behavior

Since we're converting an inheritance-based approach to a component-based one, the first task is to take the transform behavior out of the Object class. Currently, that consists of a single position variable and a function to both get and set that value.

Let's create a new class named TransformComponent and move this behavior into it, as follows:

#ifndef TRANSFORMCOMPONENT_H
#define TRANSFORMCOMPONENT_H

#include "Component.h"

class TransformComponent : public Component
{
public:
    TransformComponent();
    void SetPosition(sf::Vector2f position);
    sf::Vector2f&  GetPosition();

private:
    sf::Vector2f  m_position;
};
#endif

We'll also take the function...

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