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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

Final editions to our code base


In this last portion of the chapter, we will be covering small changes and additions/editions that have been made all over the code written in the previous chapters in order to make this possible, starting with the shared context, which is now moved into its own header file.

Changes to the shared context

Out of all of the extra classes we defined, some of them need to be accessible to the rest of the code-base. This is what the shared context structure looks like now:

class Map;
struct SharedContext{
  SharedContext():
    m_wind(nullptr),
    m_eventManager(nullptr),
    m_textureManager(nullptr),
    m_entityManager(nullptr),
    m_gameMap(nullptr){}

  Window* m_wind;
  EventManager* m_eventManager;
  TextureManager* m_textureManager;
  EntityManager* m_entityManager;
  Map* m_gameMap;
  DebugOverlay m_debugOverlay;
};

The last object in it is the debug overlay we briefly discussed while working on the base entity class, which helps us see what's going on in...

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