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SFML Blueprints电子书

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作       者:Maxime Barbier

出  版  社:Packt Publishing

出版时间:2015-05-28

字       数:210.4万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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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.
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SFML Blueprints

Table of Contents

SFML Blueprints

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

Free access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

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

For Linux users

For other operating systems

Installing SFML 2.2

Building SFML yourself

Installing dependencies

Linux

Other operating systems

Compilation of SFML

Linux

Windows

Code::Blocks and SFML

A minimal example

Summary

2. General Game Architecture, User Inputs, and Resource Management

General structure of a game

The game class

Game loops

The frame rate

Fixed time steps

Variable time steps

Minimum time steps

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

3. Making an Entire 2D Game

Turning our application to an Asteroid clone

The Player class

The levels

The enemies

The meteors

The 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

4. Playing with Physics

A physics engine – késako?

3D physics engines

2D physics engines

Physics engine comparing game engine

Using Box2D

Preparing Box2D

Build

Install

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

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

6. Boost Your Code Using Multithreading

What 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

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

A 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

A usage example

Building an entity system

Use of the entity system

Advantages of the entity system approach

Building the game logic

Building our components

Creating the different systems

The level class

The game class

The Team GUI class

Summary

8. Build a Real-time Tower Defense Game from Scratch – Part 2, Networking

Network architectures

Peer-to-peer architecture

Client-server architecture

Client

Server

Network communication using sockets

UDP

TCP

Selector

The Connection class

The goal of the Connection class

Creating a communication protocol

Using the sf::Packet class

RPC-like protocol

The NetworkEvent class

Modifying our game

Server

Building the Server entry point

Reacting to players' actions during a match

Synchronization between clients and the server

The Client class

Connection with the server

The Level class

Adding data persistence to the game

What is ORM?

Using cpp-ORM

Turning our object persistent

Saving an object in a database

Loading an object from the database

Summary

Index

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