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C++ Game Development By Example

You're reading from  C++ Game Development By Example

Product type Book
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Pages 420 pages
Edition 1st Edition
Languages
Author (1):
Siddharth Shekar Siddharth Shekar
Profile icon Siddharth Shekar
Toc

Table of Contents (18) Chapters close

Preface 1. Section 1: Basic Concepts
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Keyboard input

It is great that we are able to add shapes, sprites, and textures; however, computer games, by nature, are interactive. We will need to allow players to use keyboard inputs so that they can access the game's content. But how do we know which button the player is pressing? Well, that is handled through the polling of events. Polling just checks the status of the keys regularly; events are used to check whether an event was triggered, such as the closing of the viewport.

SFML provides the sf::Event class so that we can poll events. We can use the pollEvent function of the window to check for events that may be occurring, such as a player pressing a button.

Create a new function called updateInput(). Here, we will create a new object of the sf::Event class called event. We will create a while loop called window.pollEvent and then pass in the event variable to...

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