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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

Using SFML sprite modifiers


Now that we've identified a number of strengths and weaknesses of procedurally generating art, get started! The first naïve approach that we'll look at is simply using sprite modifiers such as color and alpha to alter the existing sprites. With this method we'll be using the built-in sprite modifiers that SFML offers. Most engines and frameworks will have functions that are similar to these, and if not, you can just make them yourself!

How colors work in SFML

Let's start with the simplest way of procedurally generating a sprite, generating a unique color for it during runtime. A color in SFML is simply a set of four uint8 values, with one for each color channel and one for an alpha:

sf::Color::Color  (
Uint8   red,
Uint8   green,
Uint8   blue,
Uint8   alpha = 255
)

Every sf::Sprite in SFML has a sf::Color member variable. This color value is multiplied with the color values of the pixels in the texture to arrive at the final color. The following image demonstrates...

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