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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

Shared code

Since there are many instances where code we write is going to exist on both the client and the server side, let's discuss that first, starting with the way data exchange between both sides is made.

The most important part of our information exchange is updating entities on any and all connected clients. We do this by sending specialized structures back and forth, which contains relevant entity information. From now on, these structures are going to be referred to as snapshots. Let's see how they can be implemented, by taking a look at the EntitySnapshot.h file:

struct EntitySnapshot{
    std::string m_type;
    sf::Vector2f m_position;
    sf::Int32 m_elevation;
    sf::Vector2f m_velocity;
    sf::Vector2f m_acceleration;
    sf::Uint8 m_direction;
    sf::Uint8 m_state;
    sf::Uint8 m_health;
    std::string m_name;
};

The information we're going to be updating constantly for any given entity consists of its position and elevation, velocity, acceleration, the...

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