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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
Author Profile Icon Jan Haller
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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Toc

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

Creating the structure for multiplayer


You must be fed up with networking theory by now, and you actually want to see some code! Right, it is now time to start the concrete implementation of our game server.

In order to extend our game and add an online mode to it, we went ahead and created a new state MultiplayerGameState, which is very similar to GameState at first. In the following code snippet, you see the important parts of the class definition. As you see, the three typical state-related methods to draw, update, and handle events are again there, as well as the variables for the world, window, and texture holder. Several variables are new related to the management of different players and socket connections:

class MultiplayerGameState : public State
{
    public:
                         MultiplayerGameState(StateStack& stack,Context context, bool isHost);

        virtual void     draw();
        virtual bool     update(sf::Time dt);
        virtual bool     handleEvent(const sf...
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