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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

Creating the intro state


It seems rather fitting to start with the intro state, in turn giving the state manager a bit of an introduction at the same time. As always, a good place to start is with the header file, so let's get going:

class State_Intro : public BaseState{
public:
    ...
    void Continue(EventDetails* l_details);
private:
    sf::Texture m_introTexture;
    sf::Sprite m_introSprite;
    sf::Text m_text;
    float m_timePassed;
};

The State_Intro class, just like all the other state classes we'll build, inherits from the BaseState class. All of the purely virtual methods of the base class have to be implemented here. In addition to that, we have a unique method named Continue and some private data members that will be used in this state. Predictably enough, we will be rendering a sprite on screen, as well as some text. The floating point data member on the very bottom will be used to keep track of how much time we have spent in this state, in order to present the user with...

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