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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 chat client

Our server is quite useless if we don't have the means of connecting to it and sending messages back and forth. In a separate project, let's create a file named Client_Main.cpp and begin writing the client portion of the code, starting with a packet handler:

void HandlePacket(const PacketID& l_id,
  sf::Packet& l_packet, Client* l_client)
{
  if ((PacketType)l_id == PacketType::Message){
    std::string message;
    l_packet >> message;
    std::cout << message << std::endl;
  } else if ((PacketType)l_id == PacketType::Disconnect){
    l_client->Disconnect();
  }
}

As you can see, it's really quite a simple design when we have a proper support class to fall back on. The client responds to two types of packets: messages and disconnects. In case a message pops in, it's extracted and simply printed in the console window. If a disconnect packet arrives from the server, the client's Disconnect method is invoked.

Next, the function...

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