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Mastering SFML Game Development

You're reading from   Mastering SFML Game Development Inject new life and light into your old SFML projects by advancing to the next level.

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 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 (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend FREE CHAPTER 2. Its Game Time! - Designing the Project 3. Make It Rain! - Building a Particle System 4. Have Thy Gear Ready - Building Game Tools 5. Filling the Tool Belt - a few More Gadgets 6. Adding Some Finishing Touches - Using Shaders 7. One Step Forward, One Level Down - OpenGL Basics 8. Let There Be Light - An Introduction to Advanced Lighting 9. The Speed of Dark - Lighting and Shadows 10. A Chapter You Shouldnt Skip - Final Optimizations

Sheet animation system


One of the objects sensitive to state changes is the sprite sheet animation system. Knowing an entity's state is of paramount importance, if we desire to apply animations that describe its current action:

S_SheetAnimation::S_SheetAnimation(SystemManager* l_systemMgr) 
  : S_Base(System::SheetAnimation,l_systemMgr) 
{ 
  Bitmask req; 
  req.TurnOnBit((unsigned int)Component::SpriteSheet); 
  req.TurnOnBit((unsigned int)Component::State); 
  m_requiredComponents.push_back(req); 
 
  m_systemManager->GetMessageHandler()-> 
    Subscribe(EntityMessage::State_Changed,this); 
} 

As you can see, all we need are two component types and a subscription to a message type of State_Changed. So far, so good!

Updating the sprite sheets can get a little involved, so let us delve right into it:

void S_SheetAnimation::Update(float l_dT){ 
  EntityManager* entities = m_systemManager->GetEntityManager(); 
  for(auto &entity : m_entities){ 
    auto sheet = entities-> 
  ...
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