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008 210123 ||| eng
020 |a 9781785283000 
020 |a 1785287346 
020 |a 1785283006 
050 4 |a QA76.76.C672 
100 1 |a Pupius, Raimondas 
245 0 0 |a SFML game development by example  |b create and develop exciting games from start to finish using SFML  |c Raimondas Pupius 
260 |a Birmingham  |b Packt Publishing  |c 2015 
300 |a 1 online resource  |b illustrations 
505 0 |a What is a tile?Building the game world; The flyweight pattern; Designing the map class; The parent of all world objects; Creating the base entity class; Collisions and bounding boxes; Implementing the base entity class; Entity-on-tile collisions; Entity storage and management; Implementing the entity manager; Using entities to build characters; Implementing the character class; Creating the player; Adding enemies; Loading entities from the map file; Final editions to our code base; Changes to the shared context; Putting all the pieces together; Summary 
505 0 |a Controlling the frame-rateUsing the SFML clock; Fixed time-step; Common mistakes; Summary; Chapter 3: Get Your Hands Dirty -- What You Need to Know; Introducing snake; Game design decisions; Implementing the snake structure; The snake class; The World class; Time to integrate; Hunting bugs; Fixing bugs; Going the extra mile; Common mistakes; Summary; Chapter 4: Grab That Joystick -- Input and Event Management; Retrieving peripheral input; Checking for mouse input; Plug in your controller; Understanding the sf::Event; Introducing the event manager; Standard function wrapper 
505 0 |a Chapter 8: The More You Know -- Common Game Programming Patterns 
505 0 |a Building the event managerImplementing the event manager; Integrating the EventManager class; Moving a sprite revisited; Principles of use; Common mistakes; Summary; Chapter 5: Can I Pause This? -- Application States; What is a state?; The most simplistic approach; Introducing the state pattern; Defining common types; The state manager class; Defining the state manager class; Implementing the state manager; Improving the Event Manager class; Incorporating the state manager; Creating the intro state; Implementing the intro state; The main menu state; A sample game state; The means to pause 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: It's Alive! It's Alive! -- Setup and First Program; What is SFML?; SFML licensing; Resources and installation; Setting up a Microsoft Visual Studio project; Opening a window; Basics of SFML drawing; Drawing images in SFML; What is a sprite?; Common mistakes; Summary; Chapter 2: Give It Some Structure -- Building the Game Framework; Graduating to ravioli; Implementing the window class; Building the game class; Putting our code to work; Hardware and execution time 
505 0 |a Common mistakesSummary; Chapter 6: Set It in Motion! -- Animating and Moving around Your World; Use of copyrighted resources; Finding and using the current directory; Using the SFML views; Preparing application states for views; Automated resource management; Designing a resource manager; Implementing the texture manager; Introducing sprite sheets; Implementing a sprite sheet class; The base animation class; Implementing the base animation class; Directional animation; Loading the sprite sheet files; Summary; Chapter 7: Rediscovering Fire -- Common Game Design Elements; The game map 
653 |a Multimedia systems / Computer programs / fast 
653 |a COMPUTERS / Programming Languages / C++ / bisacsh 
653 |a C++ (Computer program language) / http://id.loc.gov/authorities/subjects/sh87007505 
653 |a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476 
653 |a COMPUTERS / Programming / Games / bisacsh 
653 |a Multimedia systems / Computer programs 
653 |a Video games / Programming / fast 
653 |a Jeux vidéo / Programmation 
653 |a C++ (Computer program language) / fast 
653 |a Multimédia / Logiciels 
653 |a C++ (Langage de programmation) 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OREILLY  |a O'Reilly 
490 0 |a Community experience distilled 
500 |a Includes index 
776 |z 9781785283000 
776 |z 1785283006 
776 |z 9781785287343 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781785287343/?ar  |x Verlag  |3 Volltext 
082 0 |a 794.81526 
520 |a Annotation