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SFML blueprints : sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects /

This book is for developers who have knowledge of the basics of the SFML library and its capabilities in 2D game development. Minimal experience with C++ is required.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Barbier, Maxime (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Preparing the Environment; C++11; SFML; Installation of a C++11 compiler; For Linux users; For Mac users; For Windows users; For all users; Installing CMake; Linux users; Other operating systems; Installing SFML 2.2; Building SFML yourself; Installing dependencies; Linux; Other operating systems; Compilation of SFML; Code::Blocks and SFML; Minimal example; Summary; Chapter 2: General Game Architecture, User Inputs, and Resource Management; General structure of a game
  • The game classGame loops; The frame rate; Move our player; The player class; Managing user inputs; Polling events; Real-time events; Handling user inputs; Using the Action class; Action target; Event map; Back to action target; Keeping track of resources; Resources in SFML; The texture class; The image class; The font class; The shader class; The sound buffer class; The music class; Use case; RAII idiom; Building a resources manager; Changing the player's skin; Summary; Chapter 3: Making an Entire 2D Game; Turning our application to an Asteroid clone; The Player class; The levels; The enemies
  • The meteorsThe flying saucers; Modifying our application; The World class; The hierarchical entity system; The entity component system; Designing our game; Prepare the collisions; The Entity class; The Player class; The Enemy class; The Saucer class; The Meteor class; The Shoot class; Building a Tetris clone; The Stats class; The Piece class; The Board class; The Game class; Summary; Chapter 4: Playing with Physics; A physics engine
  • késako?; 3D physics engines; 2D physics engines; Physics engine comparing game engine; Using Box2D; Preparing Box2D; Build; Installation; Pairing Box2D and SFML
  • Box2D, how does it work?Adding physics to a game; The Piece class; The World class; The Game class; The Stats class; Summary; Chapter 5: Playing with User Interfaces; What is a GUI?; Creating a GUI from scratch; Class hierarchy; The Widget class; The Label class; The Button class; The TextButton class; The Container class; The Frame class; The Layout class; The VLayout class; Adding a menu to the game; Building the main menu; Building the pause menu; Building the configuration menu; Using SFGUI; Installing SFGUI; Using the features of SFGUI; Building the starting level; Summary
  • Chapter 6: Boost Your Code Using MultithreadingWhat is multithreading?; The fork() function; The exec() family functions; Thread functionality; Why do we need to use the thread functionality?; Using threads; Adding multithreading to our games; Summary; Chapter 7: Building a Real-time Tower Defense Game from Scratch
  • Part 1; The goal of the game; Building animations; The Animation class; The AnimatedSprite class; Usage example; Building a generic Tile Map; The Geometry class as an isometric hexagon; VLayer and Layer classes; VMap and Map classes; Dynamic board loading; The MapViewer class