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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
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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

Animated sprites


Alright, now we have got particles, let's accompany them with an animated explosion. So far our aircraft have just disappeared when you shot them down. That's not satisfying. When you destroy something like an aircraft, you expect a huge explosion, don't you?

We already had a look at texture rectangles and sprite sheets. This knowledge will be used to build our animation. An animation consists of several frames, and we represent these frames as separate rectangles inside one larger texture, similar to what we now do with entities. Do not confuse animation frames with the game loop frames—the former represents just a state of an animation, which usually lasts for many game loop iterations.

This is the sprite sheet we use for the animation. How does it work? As time elapses, we move the texture rect from one frame to the other, until the animation is finished.

We do not define the animation class as a scene node but only as a drawable and a transformable object. It can then...

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