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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

Summary


So, in this chapter we implemented the foundation for a GUI library that can easily be extended upon. Even without extending the classes, it provided a functional user interface.

Implementing a nice and simple composite GUI library, along with handling its events and rendering were some of the skills attained in the chapter. Also, we have shown how to integrate such a system into what we already had, making the menu and the settings state richer than ever.

Now it is time to keep going into the next chapter, where we will handle gameplay mechanics. This means adding a fun factor to the game we are making, by adding enemies, projectiles, and other gameplay rules, which define a game's quality more prominently than other systems do. After all, who would want to play the best graphically accurate game if it weren't fun?

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