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Mastering SFML Game Development

You're reading from   Mastering SFML Game Development Inject new life and light into your old SFML projects by advancing to the next level.

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 pages
Edition 1st Edition
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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 (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend FREE CHAPTER 2. Its Game Time! - Designing the Project 3. Make It Rain! - Building a Particle System 4. Have Thy Gear Ready - Building Game Tools 5. Filling the Tool Belt - a few More Gadgets 6. Adding Some Finishing Touches - Using Shaders 7. One Step Forward, One Level Down - OpenGL Basics 8. Let There Be Light - An Introduction to Advanced Lighting 9. The Speed of Dark - Lighting and Shadows 10. A Chapter You Shouldnt Skip - Final Optimizations

Representing a 2D map

Maps are another crucial part of having a decently complex game. For our purposes, we're going to be representing 2D maps that support different layers in order to fake 3D depth:

class Map : public FileLoader{ 
public: 
  ... 
  Tile* GetTile(unsigned int l_x, unsigned int l_y, 
    unsigned int l_layer); 
  TileInfo* GetDefaultTile(); 
  TileSet* GetTileSet(); 
  unsigned int GetTileSize()const; 
  sf::Vector2u GetMapSize()const; 
  sf::Vector2f GetPlayerStart()const; 
  int GetPlayerId()const; 
  void PurgeMap(); 
  void AddLoadee(MapLoadee* l_loadee); 
  void RemoveLoadee(MapLoadee* l_loadee); 
  void Update(float l_dT); 
  void Draw(unsigned int l_layer); 
protected: 
  bool ProcessLine(std::stringstream& l_stream); 
  ... 
}; 

As you can see, this class is actually inheriting from the FileLoader, which we covered earlier. It also supports something that's referred to as MapLoadee*, which are simply classes that will store certain data inside map files, and need to be notified when such data is encountered during the loading process. It's simply an interface that they have to implement:

class MapLoadee { 
public: 
  virtual void ReadMapLine(const std::string& l_type, 
    std::stringstream& l_stream) = 0; 
}; 

The map files themselves are fairly straightforward:

SIZE 64 64 
DEFAULT_FRICTION 1.0 1.0 
|ENTITY|Name|x|y|elevation| 
ENTITY Player 715 360 1 
ENTITY Skeleton 256.0 768.0 1 
|TILE|ID|x|y|layer|solid| 
TILE 0 0 0 0 0 
TILE 0 0 1 0 0 
TILE 0 0 2 0 0 
... 

A good candidate for a MapLoadee here would be a class that handles entities being spawned. The two entity lines would be directly handled by it, which creates a nice level of separation between codes that shouldn't really overlap.

You have been reading a chapter from
Mastering SFML Game Development
Published in: Jan 2017
Publisher: Packt
ISBN-13: 9781786469885
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