Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
Arrow right icon
View More author details
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 World class


Our snake can now move and collide with itself. While functional, this doesn't make a really exciting game. Let's give it some boundaries and something to munch on to increase the score by introducing the World class.

While it's possible to just make separate objects for everything we talk about in here, this project is simple enough to allow certain aspects of itself to be nicely contained within a single class that can manage them without too much trouble. This class takes care of everything to do with keeping the game boundaries, as well as maintaining the apple the player will be trying to grab.

Let's take a look at the class header:

class World{
public:
    World(sf::Vector2u l_windSize);
    ~World();

    int GetBlockSize();

    void RespawnApple();

    void Update(Snake& l_player);
    void Render(sf::RenderWindow& l_window);
private:
    sf::Vector2u m_windowSize;
    sf::Vector2i m_item;
    int m_blockSize;

    sf::CircleShape m_appleShape;
    sf::RectangleShape...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image