Book Image

Hands-On Game Development with WebAssembly

By : Rick Battagline
Book Image

Hands-On Game Development with WebAssembly

By: Rick Battagline

Overview of this book

Within the next few years, WebAssembly will change the web as we know it. It promises a world where you can write an application for the web in any language, and compile it for native platforms as well as the web. This book is designed to introduce web developers and game developers to the world of WebAssembly by walking through the development of a retro arcade game. You will learn how to build a WebAssembly application using C++, Emscripten, JavaScript, WebGL, SDL, and HTML5. This book covers a lot of ground in both game development and web application development. When creating a game or application that targets WebAssembly, developers need to learn a plethora of skills and tools. This book is a sample platter of those tools and skills. It covers topics including Emscripten, C/C++, WebGL, OpenGL, JavaScript, HTML5, and CSS. The reader will also learn basic techniques for game development, including 2D sprite animation, particle systems, 2D camera design, sound effects, 2D game physics, user interface design, shaders, debugging, and optimization. By the end of the book, you will be able to create simple web games and web applications targeting WebAssembly.
Table of Contents (18 chapters)

Writing an FSM

Now that we have the tools we need in our Collider and Vector2D classes, we can build our FSM. The FiniteStateMachine class will manage our AI. Our FSM will have four states: SEEK, FLEE, ATTACK, and WANDER. It will implement steering behaviors and add an avoid force whenever it is trying to navigate through obstacles such as asteroids. The AI will also need to check whether the enemy ship should raise or lower its shields. Let's take a second look at the definition of the FiniteStateMachine class as we have defined it in our game.hpp file:

class FiniteStateMachine {
public:
const float c_AttackDistSq = 40000.0;
const float c_FleeDistSq = 2500.0;
const int c_MinRandomTurnMS = 100;
const int c_RandTurnMS = 3000;
const int c_ShieldDist = 20;
const int c_AvoidDist = 80;
const int c_StarAvoidDistSQ = 20000;
...