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Procedural Content Generation for C++ Game Development

You're reading from   Procedural Content Generation for C++ Game Development Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
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Author (1):
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Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
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Table of Contents (13) Chapters Close

Preface 1. An Introduction to Procedural Generation FREE CHAPTER 2. Project Setup and Breakdown 3. Using RNG with C++ Data Types 4. Procedurally Populating Game Environments 5. Creating Unique and Randomized Game Objects 6. Procedurally Generating Art 7. Procedurally Modifying Audio 8. Procedural Behavior and Mechanics 9. Procedural Dungeon Generation 10. Component-Based Architecture 11. Epilogue Index

Editing the game tiles


The final system that we're going to look at is going to lay the groundwork for something that is coming later in the book. We're going to create a system to make each floor of the dungeon a unique environment, implementing what we know about sprite modification on the game tiles.

The goal of the game is to progress through as many floors as you can, getting the highest possible score. In Chapter 9, Procedural Dungeon Generation, we're going to look at how to generate dungeons procedurally, and after every five floors, we'll change the theme. Let's create the function that we will use later in the book to accomplish this.

The best way to solve this is to add a function to the Level object that sets the color of all the tile sprites. This will be a public function as we'll be calling it from the main game class.

Let's start by defining the sf::color function in the Level header, as follows:

public:
  /**
   * Sets the overlay color of the level tiles.
   * @param tileColor...
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