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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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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

Summary

Just as a book without binding is simply a stack of papers, the code we've written doesn't become what it needs to be unless it is properly incorporated and managed. The groundwork we've laid down in this chapter will aid us greatly in implementing a fully functional GUI system but it only represents all the pieces being laid out.

So far, we have covered the basic design of GUI elements and windows, as well as implementing quite a few useful features that different types of elements can use. While that is a lot of code, we're not quite done yet. In the next chapter, we will be bringing all of the pieces we worked on together, as well as creating actual GUI elements. See you there!

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