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SFML Game Development

You're reading from  SFML Game Development

Product type Book
Published in Jun 2013
Publisher Packt
ISBN-13 9781849696845
Pages 296 pages
Edition 1st Edition
Languages
Authors (5):
 Artur Moreira Artur Moreira
Profile icon Artur Moreira
 Henrik Vogelius Hansson Henrik Vogelius Hansson
Profile icon Henrik Vogelius Hansson
Jan Haller Jan Haller
Profile icon Jan Haller
Henrik Valter Vogelius Henrik Valter Vogelius
Profile icon Henrik Valter Vogelius
View More author details

Table of Contents (18) Chapters

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 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

Landscape rendering


As you can observe in the C++ sample for this chapter, our aircraft travels continuously over a desert. This continuity can be achieved in many ways and with many different levels of detail and complexity. However, we chose to go in a very simple and yet effective way of doing it, using a feature that SFML provides out of the box.

SpriteNode

In order to display our background sprite through the scene graph, we created a new SceneNode type, the SpriteNode, which acts as a simple sf::Sprite that can be plugged into our tree structure. Conveniently, this is all we need to make our landscape. We only have to create SpriteNode and attach it to our background layer of the scene graph.

To demonstrate the implementation of a new node type, there follows a small snippet of the SpriteNode declaration:

class SpriteNode : public SceneNode
{
    public:
        explicit       SpriteNode(const sf::Texture& texture);
                       SpriteNode(const sf::Texture& texture,const...
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