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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

Game design decisions

Certain versions of snake run differently; however, for the sake of paying homage to the classical approach, we will be implementing a snake that moves based on a grid, as illustrated next:

Game design decisions

Taking this approach makes it easier to later check for collision between the snake segments and the apple. Grid movement basically means updating at a static rate. This can be achieved by utilizing a fixed time-step, which we covered back in Chapter 2, Give It Some Structure – Building the Game Framework.

The outside area symbolizes the boundaries of the game, which in the case of a grid-based movement would be in the range of [1;Width-1] and [1;Height-1]. If the snake head isn't within that range, it's safe to say that the player has crashed into a wall. All the grid segments here are 16px by 16px big; however, that can be adjusted at any time.

Unless the player runs out of lives, we want to cut the snake at the point of intersection if its head collides with its...

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