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Shaun Mitchell - SDL Game Development

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Discover how to leverage the power of SDL 2.0 to create awesome games in C++

Overview

  • Create 2D reusable games using the new SDL 2.0 and C++ frameworks
  • Become proficient in speeding up development time
  • Create two fully-featured games with C++ which include a platform game and a 2D side scrolling shooter
  • An engaging and structured guide to develop your own game

In Detail

SDL 2.0 is the latest release of the popular Simple DirectMedia Layer API, which is designed to make life easier for C++ developers, allowing you simple low-level access to various multiplatform audio, graphics, and input devices.

SDL Game Development guides you through creating your first 2D game using SDL and C++. It takes a clear and practical approach to SDL game development, ensuring that the focus remains on creating awesome games.

Starting with the installation and setup of SDL, you will quickly become familiar with useful SDL features, covering sprites, state management, and OOP, leading to a reusable framework that is extendable for your own games. SDL Game Development culminates in the development of two exciting action games that utilize the created framework along with tips to improve the framework.

What you will learn from this book

  • Draw in SDL and build the SDL_image extension
  • Develop reusable classes
  • Get to grips with game related object-oriented programming
  • Integrate a variety of user inputs into your games, such as joysticks or keyboards
  • Use factories that enable us to create objects dynamically at runtime
  • Create 2D maps through the use of tiles
  • Easily apply the framework to different game genres
  • Understand the scrolling of a tile map using the position of the player and collision detection

Approach

Written as a practical and engaging tutorial, SDL Game Development guides you through the development of your own framework and the creation of two exciting, fully-featured games.

Who this book is written for

SDL Game Development is aimed at C++ developers who want to learn the fundamentals of SDL for cross-platform game development. This isnt a beginners guide to C++, so a good knowledge of C++ and object oriented programming is a must.

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SDL Game Development

SDL Game Development

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2013

Production Reference: 1170613

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-682-1

www.packtpub.com

Cover Image by Shaun Mitchell (<>)

Credits

Author

Shaun Ross Mitchell

Reviewers

Luka Horvat

Mrten Mller

Acquisition Editor

Edward Gordon

Lead Technical Editor

Savio Jose

Chalini Snega Victor

Technical Editors

Jeeten Handu

Kaustubh S. Mayekar

Anita Nayak

Project Coordinator

Hardik Patel

Proofreader

Bernadette Watkins

Indexer

Rekha Nair

Graphics

Ronak Dhruv

Production Coordinator

Prachali Bhiwandkar

Cover Work

Prachali Bhiwandkar

About the Author

Shaun Mitchell is a developer at a high profile online gaming company. He holds a BSc in Game Programming and Development from Qantm College / SAE Institute London. Shaun is also a moderator and active member of the programming community.

I would like to thank Jason Colman, my university lecturer, whose knowledge and insight into C++ and game programming has been the foundation of my skillset.

I would also like to thank the community for the

Thank you to John Bayly for the background image on the front cover.

Many thanks to my family for their continued support and importantly, a huge thank you to my girlfriend, Emma, who tirelessly proofread my chapters while also keeping me running on a generous amount of caffeine.

About the Reviewers

Luka Horvat is an enthusiastic software and game developer who got fascinated by computer science in his early years. He chose to study his passion while working on many different projects and technologies. Throughout the years he gained a lot of knowledge and experience, and he wanted to share that with others. He is proficient in many different programming languages, with C++ as his main one; and is passionate about game development. So he started teaching it and currently manages different courses for in this area. He continues to pursue his career in computer science by working on a wide variety of projects and sharing them with others.

I would like to thank my friends and family who helped me produce this book.

Mrten Mller is an independent game developer who has previously worked at Imperial Game Studios.

I would like to thank my family and friends. All of you are amazing.

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In memory of my Mum.

You always believed in me.

I miss you everyday.

Preface

Creating games in C++ is a complicated process requiring a lot of time and dedication to achieve results. A good foundation of reusable classes can speed up development time and allow focus to be on creating a great game rather than struggling with low-level code. This book aims to show an approach to creating a reusable framework that could be used for any game, whether 2D or 3D.

What this book covers

, Getting started with SDL , covers setting up SDL in Visual C++ 2010 express and then moves onto the basics of SDL including creating a window and listening for quit events.

, Drawing in SDL , covers the development of some core drawing classes to help simplify SDL rendering. The SDL_image extension is also introduced to allow the loading of a variety of different image file types.

, Working with Game Objects , gives a basic introduction to inheritance and polymorphism along with the development of a reusable GameObject class that will be used throughout the rest of the book.

, Exploring Movement and Input Handling , gives a detailed look at handling events in SDL. Joystick, keyboard, and mouse input are all covered with the development of reusable classes.

, Handling Game States , covers the design and implementation of a finite state machine to manage game states. Implementing and moving between different states is covered in detail.

, Data-driven Design , covers the use of TinyXML to load states. A class to parse states is developed along with examples for different states.

, Creating and Displaying Tile Maps , brings together everything from the previous chapters to allow the creation of levels using the Tiled map editor. A level parsing class is created to load maps from an XML file.

, Creating Alien Attack , covers the creation of a 2D side scrolling shooter, utilizing everything learned in the previous chapters.

, Creating Conan the Caveman , covers the creation of a second game, altering the code from Alien Attack, showing that the framework is flexible enough to be used for any 2D game genre.

What you need for this book

To use this book you will need the following software:

  • Visual C++ 2010 Express
  • Tiled map editor
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