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Book Cover
Author Mitchell, Shawn Ross

Title SDL game development : discover how to leverage the power of SDL 2.0 to create awesome games in C++ / Shaun Ross Mitchell
Published Birmingham : Packt Pub., 2013


Description 1 online resource (iv, 237 pages) : illustrations (some color)
Series Community experience distilled
Community experience distilled.
Contents Cover; Copyright; Credits; About the Author; About the Reviewers;; Table of Contents; Preface; Chapter 1: Getting Started with SDL; Why use SDL?; What is new in SDL 2.0?; Migrating SDL 1.2 extensions; Setting up SDL in Visual C++ Express 2010; Using Mercurial to get SDL 2.0 on Windows; Cloning and building the latest SDL 2.0 repository; I have the library; now what?; Hello SDL; An overview of Hello SDL; SDL initialization flags; SDL renderer flags; What makes up a game; Breaking up the Hello SDL code; What does this code do?; The Game class; Fullscreen SDL; Summary
Chapter 2: Drawing in SDLBasic SDL drawing; Getting some images; Creating an SDL texture; Source and destination rectangles; Animating a sprite sheet; Flipping images; Installing SDL_image; Using SDL_image; Tying it into the framework; Creating the texture manager; Using texture manager as a singleton; Summary; Chapter 3: Working with Game Objects; Using inheritance; Implementing polymorphism; Using abstract base classes; Should we always use inheritance?; Could the same thing be achieved with a simpler solution?; Derived classes should model the ""is a"" relationship
Possible performance penaltiesPutting it all together; Summary; Chapter 4: Exploring Movement and Input Handling; Setting up game objects for movement; What is a vector?; Some common operations; Addition of two vectors; Multiply by a scalar number; Subtraction of two vectors; Divide by a scalar number; Normalizing a vector; Adding the Vector2D class; Adding velocity; Adding acceleration; Creating fixed frames per second; Input handling; Creating our input handler class; Handling joystick/gamepad input; SDL joystick events; Initializing joysticks; Listening for and handling axis movement
Dealing with joystick button inputHandling mouse events; Using mouse button events; Handling mouse motion events; Implementing keyboard input; Wrapping things up; Summary; Chapter 5: Handling Game States; A simple way for switching states; Implementing finite state machines; A base class for game states; Implementing FSM; Implementing menu states; Function pointers and callback functions; Implementing the temporary play state; Pausing the game; Creating the game over state; Summary; Chapter 6: Data-driven Design; Loading XML files; Basic XML structure; Implementing Object Factories
Using Distributed FactoriesFitting the factory into the framework; Parsing states from an XML file; Loading the menu state from an XML file; Loading other states from an XML file; Loading the play state; Loading the pause state; Loading the game over state; Summary; Chapter 7: Creating and Displaying Tile Maps; What is a tile map?; Getting familiar with the Tiled application; Parsing and drawing a tile map; Creating the TileLayer class; Creating the LevelParser class; Parsing tilesets; Parsing a tile layer; Drawing the map; Scrolling a tile map; Parsing object layers
Summary Written as a practical and engaging tutorial, SDL Game Development guides you through developing your own framework and the creation of two engaging games.If you know C++ and you're looking to make great games from the ground up, then this book is perfect for you
Notes Includes index
Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force. WlAbNL
SUBJECT SDL (electronic resource)
SDL (electronic resource) fast
Subject Multimedia systems.
Video games -- Programming.
COMPUTERS -- General.
Video games -- Programming
Multimedia systems
Form Electronic book
ISBN 9781849696838