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SFML Game Development

You're reading from   SFML Game Development If you've got a firm grasp of C++ with a secret hankering to create a great game, this book is for you. Every practical aspect of programming an interactive game world is here – the only real limit is your imagination.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696845
Length 296 pages
Edition 1st Edition
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Authors (4):
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Artur Moreira Artur Moreira
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Artur Moreira
Jan Haller Jan Haller
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Jan Haller
 SFML SFML
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SFML
Henrik Valter Vogelius Henrik Valter Vogelius
Author Profile Icon Henrik Valter Vogelius
Henrik Valter Vogelius
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Table of Contents (18) Chapters Close

SFML Game Development
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Making a Game Tick 2. Keeping Track of Your Textures – Resource Management FREE CHAPTER 3. Forge of the Gods – Shaping Our World 4. Command and Control – Input Handling 5. Diverting the Game Flow – State Stack 6. Waiting and Maintenance Area – Menus 7. Warfare Unleashed – Implementing Gameplay 8. Every Pixel Counts – Adding Visual Effects 9. Cranking Up the Bass – Music and Sound Effects 10. Company Atop the Clouds – Co-op Multiplayer Index

Chapter 5. Diverting the Game Flow – State Stack

In the earlier chapters of this book, you have learned how to make an efficient program structure for a game, modern game loops, and data structures to contain a world with rich graphics. You also learned how to deal with user input, making it an interactive simulation. With the combination of all those pieces of knowledge, we can already make an interesting game experience. However, a game is usually more than that. A full blown product doesn't just open and let you play without an explanation, a menu, or a title screen. That is what is going to be covered in this chapter, the ability to make the game richer by adding different states and screens to it.

The main bits of knowledge to acquire throughout the chapter are as follows:

  • The state and the stack

  • Navigating between states

  • Moving our game into a state

  • The title screen as the entry point of the game

  • Our old friend, the main menu

  • Implementing an overlay pause screen

  • A simple example of a concurrent...

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