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Mastering SFML Game Development

You're reading from   Mastering SFML Game Development Inject new life and light into your old SFML projects by advancing to the next level.

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 pages
Edition 1st Edition
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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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Table of Contents (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend FREE CHAPTER 2. Its Game Time! - Designing the Project 3. Make It Rain! - Building a Particle System 4. Have Thy Gear Ready - Building Game Tools 5. Filling the Tool Belt - a few More Gadgets 6. Adding Some Finishing Touches - Using Shaders 7. One Step Forward, One Level Down - OpenGL Basics 8. Let There Be Light - An Introduction to Advanced Lighting 9. The Speed of Dark - Lighting and Shadows 10. A Chapter You Shouldnt Skip - Final Optimizations

Handling collisions

In order to make the game we're making feel like more than just entities moving across a static background with no consequences, collisions have to be checked for and handled. Within the ECS paradigm, this can be achieved by implementing a collidable component. For more flexibility, let's define multiple points that the collision box can be attached to:

enum class Origin{ Top_Left, Abs_Centre, Mid_Bottom }; 

The TOP_LEFT origin simply places the collision rectangle's top-left corner to the position provided. ABS_CENTRE moves that rectangle's centre to the position, and the MIDDLE_BOTTOM origin places it halfway through the x axis and all the way down the y axis. Consider the following illustration:

Handling collisions

With this information, let us work on implementing the collidable component:

class C_Collidable : public C_Base{ 
public: 
  C_Collidable(): C_Base(Component::Collidable),  
    m_origin(Origin::Mid_Bottom), m_collidingOnX(false), 
    m_collidingOnY(false...
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