SFML game development by example : create and develop exciting games from start to finish using SFML /: create and develop exciting games from start to finish using SFML. (2015)
- Record Type:
- Book
- Title:
- SFML game development by example : create and develop exciting games from start to finish using SFML /: create and develop exciting games from start to finish using SFML. (2015)
- Main Title:
- SFML game development by example : create and develop exciting games from start to finish using SFML
- Further Information:
- Note: Raimondas Pupius.
- Authors:
- Pupius, Raimondas
- Contents:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: It's Alive! It's Alive! -- Setup and First Program; What is SFML?; SFML licensing; Resources and installation; Setting up a Microsoft Visual Studio project; Opening a window; Basics of SFML drawing; Drawing images in SFML; What is a sprite?; Common mistakes; Summary; Chapter 2: Give It Some Structure -- Building the Game Framework; Graduating to ravioli; Implementing the window class; Building the game class; Putting our code to work; Hardware and execution time Controlling the frame-rateUsing the SFML clock; Fixed time-step; Common mistakes; Summary; Chapter 3: Get Your Hands Dirty -- What You Need to Know; Introducing snake; Game design decisions; Implementing the snake structure; The snake class; The World class; Time to integrate; Hunting bugs; Fixing bugs; Going the extra mile; Common mistakes; Summary; Chapter 4: Grab That Joystick -- Input and Event Management; Retrieving peripheral input; Checking for mouse input; Plug in your controller; Understanding the sf::Event; Introducing the event manager; Standard function wrapper Building the event managerImplementing the event manager; Integrating the EventManager class; Moving a sprite revisited; Principles of use; Common mistakes; Summary; Chapter 5: Can I Pause This? -- Application States; What is a state?; The most simplistic approach; Introducing the state pattern; Defining common types; The stateCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: It's Alive! It's Alive! -- Setup and First Program; What is SFML?; SFML licensing; Resources and installation; Setting up a Microsoft Visual Studio project; Opening a window; Basics of SFML drawing; Drawing images in SFML; What is a sprite?; Common mistakes; Summary; Chapter 2: Give It Some Structure -- Building the Game Framework; Graduating to ravioli; Implementing the window class; Building the game class; Putting our code to work; Hardware and execution time Controlling the frame-rateUsing the SFML clock; Fixed time-step; Common mistakes; Summary; Chapter 3: Get Your Hands Dirty -- What You Need to Know; Introducing snake; Game design decisions; Implementing the snake structure; The snake class; The World class; Time to integrate; Hunting bugs; Fixing bugs; Going the extra mile; Common mistakes; Summary; Chapter 4: Grab That Joystick -- Input and Event Management; Retrieving peripheral input; Checking for mouse input; Plug in your controller; Understanding the sf::Event; Introducing the event manager; Standard function wrapper Building the event managerImplementing the event manager; Integrating the EventManager class; Moving a sprite revisited; Principles of use; Common mistakes; Summary; Chapter 5: Can I Pause This? -- Application States; What is a state?; The most simplistic approach; Introducing the state pattern; Defining common types; The state manager class; Defining the state manager class; Implementing the state manager; Improving the Event Manager class; Incorporating the state manager; Creating the intro state; Implementing the intro state; The main menu state; A sample game state; The means to pause Common mistakesSummary; Chapter 6: Set It in Motion! -- Animating and Moving around Your World; Use of copyrighted resources; Finding and using the current directory; Using the SFML views; Preparing application states for views; Automated resource management; Designing a resource manager; Implementing the texture manager; Introducing sprite sheets; Implementing a sprite sheet class; The base animation class; Implementing the base animation class; Directional animation; Loading the sprite sheet files; Summary; Chapter 7: Rediscovering Fire -- Common Game Design Elements; The game map What is a tile?Building the game world; The flyweight pattern; Designing the map class; The parent of all world objects; Creating the base entity class; Collisions and bounding boxes; Implementing the base entity class; Entity-on-tile collisions; Entity storage and management; Implementing the entity manager; Using entities to build characters; Implementing the character class; Creating the player; Adding enemies; Loading entities from the map file; Final editions to our code base; Changes to the shared context; Putting all the pieces together; Summary Chapter 8: The More You Know -- Common Game Programming Patterns … (more)
- Publisher Details:
- Birmingham : Packt Publishing
- Publication Date:
- 2015
- Extent:
- 1 online resource, illustrations
- Subjects:
- 794.81526
COMPUTERS -- Programming -- Open Source
Computer games -- Programming
Multimedia systems -- Computer programs
C++ (Computer program language)
COMPUTERS / Programming / Games
COMPUTERS / Programming Languages / C
C++ (Computer program language)
Computer games -- Programming
Multimedia systems -- Computer programs
COMPUTERS -- Programming Languages -- C
Electronic books
Electronic books - Languages:
- English
- ISBNs:
- 9781785283000
1785283006
1785287346
9781785287343 - Related ISBNs:
- 9781785287343
- Notes:
- Note: Online resource; title from PDF title page (EBSCO, viewed May 3, 2016)
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.88533
- Ingest File:
- 01_055.xml