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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

Adding enemies


In order to keep our player from walking the world lonely and un-attacked, we must add enemies to the game. Once again, let's begin with the header file:

#pragma once
#include "Character.h"

class Enemy : public Character{
public:
    Enemy(EntityManager* l_entityMgr);
    ~Enemy();

    void OnEntityCollision(EntityBase* l_collider, bool l_attack);
    void Update(float l_dT);
private:
    sf::Vector2f m_destination;
    bool m_hasDestination;
};

It's the same basic idea here as it was in the player class. This time, however, the enemy class needs to specify its own version of the Update method. It also has two private data members, one of which is a destination vector. It is a very simple attempt at adding basic artificial intelligence to the game. All it will do is keep track of a destination position, which the Update method will randomize every now and then to simulate wandering entities. Let's implement this:

Enemy::Enemy(EntityManager* l_entityMgr)
  :Character(l_entityMgr...
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