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210123 ||| eng |
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|a 9781785283000
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|a 1785287346
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|a 1785283006
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|a QA76.76.C672
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|a Pupius, Raimondas
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|a SFML game development by example
|b create and develop exciting games from start to finish using SFML
|c Raimondas Pupius
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260 |
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|a Birmingham
|b Packt Publishing
|c 2015
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300 |
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|a 1 online resource
|b illustrations
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|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
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|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
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|a Chapter 8: The More You Know -- Common Game Programming Patterns
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|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
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|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
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|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
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|a Multimedia systems / Computer programs / fast
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|a COMPUTERS / Programming Languages / C++ / bisacsh
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|a C++ (Computer program language) / http://id.loc.gov/authorities/subjects/sh87007505
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|a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476
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|a COMPUTERS / Programming / Games / bisacsh
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|a Multimedia systems / Computer programs
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|a Video games / Programming / fast
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|a Jeux vidéo / Programmation
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|a C++ (Computer program language) / fast
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|a Multimédia / Logiciels
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|a C++ (Langage de programmation)
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|a eng
|2 ISO 639-2
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|b OREILLY
|a O'Reilly
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|a Community experience distilled
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|a Includes index
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|z 9781785283000
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|z 1785283006
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|z 9781785287343
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|u https://learning.oreilly.com/library/view/~/9781785287343/?ar
|x Verlag
|3 Volltext
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|a 794.81526
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|a Annotation
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