SFML Game Development By Example
eBook - ePub

SFML Game Development By Example

  1. 522 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

SFML Game Development By Example

About this book

Create and develop exciting games from start to finish using SFML

About This Book

  • Familiarize yourself with the SFML library and explore additional game development techniques
  • Craft, shape, and improve your games with SFML and common game design elements
  • A practical guide that will teach you how to use utilize the SFML library to build your own, fully functional applications

Who This Book Is For

This book is intended for game development enthusiasts with at least decent knowledge of the C++ programming language and an optional background in game design.

What You Will Learn

  • Create and open a window by using SFML
  • Utilize, manage, and apply all of the features and properties of the SFML library
  • Employ some basic game development techniques to make your game tick
  • Build your own code base to make your game more robust and flexible
  • Apply common game development and programming patterns to solve design problems
  • Handle your visual and auditory resources properly
  • Construct a robust system for user input and interfacing
  • Develop and provide networking capabilities to your game

In Detail

Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive learning curve. This effectively serves as a confidence booster, as well as a way to delve into the game development process itself, before having to worry about more advanced topics such as "rendering pipelines" or "shaders."

With just an investment of moderate C++ knowledge, this book will guide you all the way through the journey of game development.

The book starts by building a clone of the classical snake game where you will learn how to open a window and render a basic sprite, write well-structured code to implement the design of the game, and use the AABB bounding box collision concept.

The next game is a simple platformer with enemies, obstacles and a few different stages. Here, we will be creating states that will provide custom application flow and explore the most common yet often overlooked design patterns used in game development.

Last but not the least, we will create a small RPG game where we will be using common game design patterns, multiple GUI. elements, advanced graphical features, and sounds and music features. We will also be implementing networking features that will allow other players to join and play together.

By the end of the book, you will be an expert in using the SFML library to its full potential.

Style and approach

An elaborate take on the game development process in a way that compliments the reader's existing knowledge, this book provides plenty of examples and is kind to the uninitiated. Each chapter builds upon the knowledge gained from the previous one and offers clarifications on common issues while still remaining within the scope of its own subject and retaining clarity.

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Information

SFML Game Development By Example


Table of Contents

SFML Game Development By Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
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
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-rate
Using the SFML clock
Fixed time-step
Common mistakes
Summary
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
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 manager
Implementing the event manager
Integrating the Event Manager class
Moving a sprite revisited
Principles of use
Common mistakes
Summary
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 mistakes
Summary
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
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
8. The More You Know – Common Game Programming Patterns
Use of copyrighted resources
What is a programming pattern?
The entity component system
What is a component?
The position component
The bitmask
Managing entities
Implementing the entity manager
The factory pattern
Designing the systems
Entity events
Entity event queue
The base system
Implementing the base system
Handling messages
The observer pattern
The message handler class
Managing systems
Implementing the system manager
Implementing the rendering system
The sprite sheet component
The renderer
Putting the ECS to work
The new and improved map
Adjusting the Map class
Summary
9. A Breath of Fresh Air – Entity Component System Continued
Adding entity movement
The movement system
Implementing states
The state system
The entity controller
Animating the entities
Handling collisions
The collision system
Implementing the collision system
Summary
10. Can I Click This? – GUI Fundamentals
Use of copyrighted resources
What is a GUI?
GUI style
Expansion of utility functions
Font management
The core of all elements
Implementing the GUI element class
Defining GUI events
The interface class
Implementing the interface class
Summary
11. Don't Touch the Red Button! – Implementing the GUI
The GUI manager
Implementing the GUI manager
The label element
The text field element
The scrollbar element
Integrating the GUI system
Expanding the event manager
Re-implementing the main menu
Summary
12. Can You Hear Me Now? – Sound and Music
Use of copyrighted resources
Preparing the project for sound
Basics of SFML sound
Playing sounds
Playing music
Sound spatialization
Placing sounds in space
Audio manager
Defining sound properties
Managing sounds
Implementing the sound manager
Adding support for sound
Animation system hooks
Entity component system expansion
The sound emitter component
The sound listener component
Implementing the sound system
Integrating our code
Summary
13. We Have Contact! – Networking Basics
Basics of networking
SFML networking
TCP sockets
Handling multiple connections
TCP protocol specifics
User datagram protocol
Alternative to sending raw data
SFML packets
Non-blocking sockets
Letting the traffic flow
Multi-threading
Shared data protection
Creating a simple communication protocol
Keeping a UDP connection alive
Designing the client class
Implementing the client
The server class
Implementing server
A simple chat application
The chat client
Summary
14. Come Play with Us! – Multiplayer Subtleties
Use of copyrighted resources
Shared code
Additional components
Building our game server
Additions to the entity component system
Implementing combat
Server action timing
Server network system
Implementing the network system
Server entity and system management
Main server class
Implementing the world class
Server entry point
Developing the game client
Entity component system expansions
Network class and interpolation
Implementing the client network class
Client entity and system management
Putting the pieces into place
Main menu adjustments
Summary
Index

SFML Game Development By Example

Copyright © 2015 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: December 2015
Production reference: 1181215
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78528-734-3
www.packtpub.com

Credits

Author
Raimondas Pupius
Reviewers
Tom Ivanyo
Vittorio Romeo
Richa Sachdeva
Commissioning Editor
Dipika Gaonkar
Acquisition Editors
Prachi Bisht
Usha Iyer
Content Development Editor
Mamata Walker
Technical Editor
Pramod Kumavat
Copy Editors
Ting Baker
Kevin McGowan
Project Coordinator
Sanjeet Rao
Proofreader
Safis Editing
Indexer
Priya Sane
Graphics
Kirk D'Penha
Production Coordinator
Aparna Bhagat
Cover Work
Aparna Bhagat

About the Author

Raimondas Pupius is a game development enthusiast from Lithuania. He is currently working towards getting a degree in software engineering as well as working on a few projects of his own. Starting his unofficial education in this field at the age of 9, and having been introduced to video games even prior to that, helped narrow down his decision regarding a career choice. His ultimate dream is, of course, starting his own company and creating professional games for a living. "It beats my previous choice of being a plumber when I was four years old!" he says jokingly.
His other interests include web development, which was his primary interest before game development, music, and linguistics.

About the Reviewers

Tom Ivanyo is an aspiring game and software developer. After learning Visual Basic, he picked up several other languages, from Assembly to C#. Currently, he is working as a software developer and spending his free time creating games along with his friend, Doug Madden. Together, they started their small gaming st...

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  1. SFML Game Development By Example

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