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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

The game map


The actual environment and surroundings a player explores are just as important as the rest of the game. Without the world being present, the player is simply left spinning in an empty void of the screen clear color. Designing a good interface to bring out various parts of the game, ranging from the level backdrop to numerous hazards our player has to face can be tricky. Let's build a solid foundation for that right now, starting with defining what our map format is going to be like, as we take a look ahead to determine what we want to accomplish:

First, we want to specify a texture handle as the background. Then, we want to clearly define the map size and set up the gravity, which determines how fast entities fall to the ground. Additionally, we need to store the default friction, which determines how slippery the average tile is. The last property we want to store is the name of the next map that gets loaded when the end of the current map is reached. Here is a snippet from...

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