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
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
SFML Game Development

You're reading from   SFML Game Development If you've got a firm grasp of C++ with a secret hankering to create a great game, this book is for you. Every practical aspect of programming an interactive game world is here – the only real limit is your imagination.

Arrow left icon
Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696845
Length 296 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (4):
Arrow left icon
Artur Moreira Artur Moreira
Author Profile Icon Artur Moreira
Artur Moreira
Jan Haller Jan Haller
Author Profile Icon Jan Haller
Jan Haller
 SFML SFML
Author Profile Icon SFML
SFML
Henrik Valter Vogelius Henrik Valter Vogelius
Author Profile Icon Henrik Valter Vogelius
Henrik Valter Vogelius
Arrow right icon
View More author details
Toc

Table of Contents (18) Chapters Close

SFML Game Development
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Making a Game Tick 2. Keeping Track of Your Textures – Resource Management FREE CHAPTER 3. Forge of the Gods – Shaping Our World 4. Command and Control – Input Handling 5. Diverting the Game Flow – State Stack 6. Waiting and Maintenance Area – Menus 7. Warfare Unleashed – Implementing Gameplay 8. Every Pixel Counts – Adding Visual Effects 9. Cranking Up the Bass – Music and Sound Effects 10. Company Atop the Clouds – Co-op Multiplayer Index

Collision detection and response


Now that our world is full of entities, let's implement interactions between them. Most interactions occur in the form of a collision; two airplanes collide and explode, projectiles of the player's Gatling gun perforate an enemy, and a pickup is collected by the player, and so on.

First, we write a function that computes the bounding rectangle of an entity. This is the smallest possible rectangle that completely contains the entity. As such, it represents an approximation of the entity's shape, which makes computations simpler. Here is an example implementation: getWorldTransform() multiplies the sf::Transform objects from the scene root to the leaf. sf::Transform::transformRect() transforms a rectangle, and may enlarge it if there is a rotation (since the rectangle has to remain axis-aligned). sf::Sprite::getGlobalBounds() returns the sprite's bounding rectangle relative to the aircraft.

sf::FloatRect Aircraft::getBoundingRect() const
{
    return getWorldTransform...
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