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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 ‚Äì 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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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

Rendering the scene


At one point, we have to reflect about how the game is rendered on the screen. How do we draw all the entities, the scenery, and interface elements (such as a health bar)? A simple option is to have different sequential containers through which we iterate. For each element, we call a possible Entity::draw() function to draw the corresponding entity on the screen. We only have to make sure that objects that appear behind others (such as the scenery background) are drawn first.

Relative coordinates

The sequential rendering approach works well for many cases, but makes it difficult to handle an entity relative to another one. Imagine we have a formation of airplanes, where one is the leader and the rest follows it. It would be nice if we could set the position of the following airplanes dependent on the leader, in the sense of "plane A is located 300 units behind (below on the screen) and 100 units right of the leader" instead of "plane A is located at position (x, y) in...

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