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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

Time to integrate


Much like how a hammer is useless without someone using it, so are our two classes without being properly adopted by the Game class. Since we didn't write all that code just to practise typing, let's work on putting all the pieces together. First, we need to actually add two new members to the Game class, and you might already have guessed what they are:

class Game{
...
private:
...
    World m_world;
    Snake m_snake;
};

Next, let's initialize these members. Since both of them have constructors that take arguments, it's the time for initializer list:

Game::Game(): m_window("Snake", sf::Vector2u(800, 600)),m_snake(m_world.GetBlockSize()),m_world(sf::Vector2u(800,600))
{
    ...
}

Next, we need to process some input. As you may recall from the previous chapters, utilizing events for live input is really delayed and should never be used for anything else but checking for key presses that aren't time sensitive. Luckily, SFML provides means of obtaining the real-time state of...

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