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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

Moving the camera around


Having a programmable camera is nice, but it still does not allow us to freely roam the scene. Let 's actually give our camera class the ability to be manipulated in real time, so that we can have the illusion of floating around the world:

enum class GL_Direction{ Up, Down, Left, Right, Forward, Back }; 
 
class GL_Camera { 
public: 
  ... 
  void MoveBy(GL_Direction l_dir, float l_amount); 
  void OffsetLookBy(float l_speed, float l_x, float l_y); 
  ... 
}; 

As you can see, we are going to use two methods for that: one for moving the camera, and another for rotating it. We are also defining a helpful enumeration of all six possible directions.

Moving a position vector is fairly simple. Assume we have a scalar value that represents the speed of the camera. If we multiply it by a direction vector, we get a proportional position change based on which direction the vector was pointed at, like so:

With that in mind, let us implement the MoveBy() method:

void GL_Camera:...
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