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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

Defining a state


While it is a bit difficult to define correctly what a state actually is, and because that also depends on the implementation we choose to go with, we will try to pass our own idea of what states are and how they should behave.

We can look at a state as an independent screen in the gaming software, an object that encapsulates the logic and graphics of a determined group of functionality and information.

Nothing stops us from creating a state that behaves in any way we'd like; however, there are some usual guidelines into what belongs to the same state. Let's try to prove this shallowly by looking at the commercial games of our time. We will often see most games showing introduction videos, from the trailer of the game to company brand logos. We can look at each of these screens as states. In fact, having a VideoState that would simply playback a video and proceed to the next state would fit this model perfectly!

Then, we usually see a title screen, which is all about fancy...

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