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)

The Emitter class

The Emitter class manages a pool of particles and is where the loaded sprite texture that the particles use to render themselves resides. Our emitters will only be circular. It is possible to define emitters with many different possible shapes, but for our game, a circle-shaped emitter will work fine. Right now, our Emitter class is going to be pretty basic. In later sections, we will add some new features, but right now I want to create a very basic particle system. Here is what the class definition looks like in the game.hpp file:

class Emitter {
public:
SDL_Texture *m_sprite_texture;
std::vector<Particle*> m_particle_pool;
int m_sprite_width;
int m_sprite_height;
Uint32 m_max_particles;
Uint32 m_emission_rate;
Uint32 m_emission_time_ms;
int m_next_emission;
float m_max_angle;
float...