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SFML Game Development By Example

You're reading from   SFML Game Development By Example Create and develop exciting games from start to finish using SFML

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785287343
Length 522 pages
Edition 1st Edition
Languages
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Author (1):
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 Pupius Pupius
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Pupius
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Table of Contents (21) Chapters Close

SFML Game Development By Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. It's Alive! It's Alive! – Setup and First Program FREE CHAPTER 2. Give It Some Structure – Building the Game Framework 3. Get Your Hands Dirty – What You Need to Know 4. Grab That Joystick – Input and Event Management 5. Can I Pause This? – Application States 6. Set It in Motion! – Animating and Moving around Your World 7. Rediscovering Fire – Common Game Design Elements 8. The More You Know – Common Game Programming Patterns 9. A Breath of Fresh Air – Entity Component System Continued 10. Can I Click This? – GUI Fundamentals 11. Don't Touch the Red Button! – Implementing the GUI 12. Can You Hear Me Now? – Sound and Music 13. We Have Contact! – Networking Basics 14. Come Play with Us! – Multiplayer Subtleties Index

Going the extra mile


A functional game is far from a fully finished product. Sure, we have everything we wanted in the beginning, but it still leaves things to be desired, such as keeping track of the score and showing how many lives we have. At first, your main instinct might be to just add a bit of text somewhere on the screen that simply prints the number of lives you have left. You may even be tempted to do as little as simply printing it out in the console window. If that's the case, the purpose of this part is to change your way of thinking by introducing something that we will be using and improving over the course of this book: the textbox.

If that name doesn't really mean anything to you, simply imagine a chat window on any given communication application, such as MSN Messenger or Skype. Whenever a new message is added, it's added to the bottom as the older messages are moved up. The window holds a certain number of messages that are visible at one time. That's not only useful for...

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