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Procedural Content Generation for C++ Game Development
book

Procedural Content Generation for C++ Game Development

by Dale Green
January 2016
Intermediate to advanced
304 pages
6h 17m
English
Packt Publishing
Content preview from Procedural Content Generation for C++ Game Development

Saving modified sprites

In our game we're going to be generating new sprites each time the game is run. We want each run to be unique, so once we've generated a sprite and used it we can let it go. However sometimes, you might want to keep hold of a sprite. For example, you might want to create a randomized NPC and keep the same character throughout the entire game.

The two data types that we've used to create images so far are sf::Sprite and sf::Texture. These classes let us interact with images through a set of predefined member functions. It's great for standard drawing and simple image manipulation, but we don't get access to the raw image information. This is where sf::Image comes into play!

Passing a texture into an image

Sf::Image is a class ...

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Publisher Resources

ISBN: 9781785886713