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SDL Game Development

You're reading from   SDL Game Development If you're good with C++ and object oriented programming, this book utilizes your skills to create 2D games using the Simple DirectMedia Layer API. Practical tutorials include the development of two wickedly good games.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696821
Length 256 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Shaun Mitchell Shaun Mitchell
Author Profile Icon Shaun Mitchell
Shaun Mitchell
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Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with SDL FREE CHAPTER 2. Drawing in SDL 3. Working with Game Objects 4. Exploring Movement and Input Handling 5. Handling Game States 6. Data-driven Design 7. Creating and Displaying Tile Maps 8. Creating Alien Attack 9. Creating Conan the Caveman Index

Fitting the factory into the framework


With our factory now in place, we can start altering our GameObject classes to use it. Our first step is to ensure that we have a Creator class for each of our objects. Here is one for Player:

class PlayerCreator : public BaseCreator
{
  GameObject* createGameObject() const
  {
    return new Player();
  }
};

This can be added to the bottom of the Player.h file. Any object we want the factory to create must have its own Creator implementation. Another addition we must make is to move LoaderParams from the constructor to their own function called load. This stops the need for us to pass the LoaderParams object to the factory itself. We will put the load function into the GameObject base class, as we want every object to have one.

class GameObject
{
  public:

  virtual void draw()=0;
  virtual void update()=0;
  virtual void clean()=0;

  // new load function 
  virtual void load(const LoaderParams* pParams)=0;

  protected:

  GameObject() {}
  virtual...
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