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SFML Game Development By Example

You're reading from   SFML Game Development By Example Create and develop exciting games from start to finish using SFML

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
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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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Toc

Table of Contents (16) Chapters Close

Preface 1. It's Alive! It's Alive! – Setup and First Program FREE CHAPTER 2. Give It Some Structure – Building the Game Framework 3. Get Your Hands Dirty – What You Need to Know 4. Grab That Joystick – Input and Event Management 5. Can I Pause This? – Application States 6. Set It in Motion! – Animating and Moving around Your World 7. Rediscovering Fire – Common Game Design Elements 8. The More You Know – Common Game Programming Patterns 9. A Breath of Fresh Air – Entity Component System Continued 10. Can I Click This? – GUI Fundamentals 11. Don't Touch the Red Button! – Implementing the GUI 12. Can You Hear Me Now? – Sound and Music 13. We Have Contact! – Networking Basics 14. Come Play with Us! – Multiplayer Subtleties Index

Implementing the client

With the class definition covered, it's time to actually make it do something, starting with the constructor and destructor:

Client::Client():m_listenThread(&Client::Listen, this){}
Client::~Client(){ m_socket.unbind(); }

In the client constructor's initializer list, we bind the listening thread to the Listen method of this class. Threads do not have a default empty constructor, which is why this is necessary. The destructor is simply used to unbind the socket we're using.

Now, let's take a stab at implementing the connection protocol:

bool Client::Connect(){
  if (m_connected){ return false; }
  m_socket.bind(sf::Socket::AnyPort);
  sf::Packet p;
  StampPacket(PacketType::Connect, p);
  p << m_playerName;
  if (m_socket.send(p, m_serverIp, m_serverPort) !=
    sf::Socket::Done)
  {
    m_socket.unbind();
    return false;
  }
  m_socket.setBlocking(false);
  p.clear();
  sf::IpAddress recvIP;
  PortNumber recvPORT;
  sf::Clock timer;
 ...
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