Chapter 6. Set It in Motion! – Animating and Moving around Your World

Our first game, while functional, certainly wasn't that visually appealing, at least not for this century. First of all, the graphics barely represented what they were supposed to. Referring to a chain of blocks as a snake was the only thing that gave the player an idea of what they were in control of. The second staple of an older design was the static camera position. While it is a design choice in a game like Snake, more complex genres would be crippled by such a limitation. Titles like Super Mario Bros rely on the fact that the game world extends beyond the boundaries of your screen, not only because of visual appeal, but also because of the ability to build a larger game ...

Get SFML Game Development By Example now with O’Reilly online learning.

O’Reilly members experience live online training, plus books, videos, and digital content from 200+ publishers.