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)

Modifying the Emitter class

As I mentioned earlier, when we discussed the Emitter class, it manages and emits particles. In a typical particle system, you may have many emitters. In our game, we will eventually allow for multiple emitters, but in this tool, we will keep to a single emitter for simplicity. We have four functions defined in the Emitter class, and we will be changing three of them. The only function that will not require a change is the GetFreeParticle function. If you don't remember, GetFreeParticle loops through m_particle_pool (the particle pool attribute) looking for particles that are not marked as active (particle->m_active == false). If it finds one, it returns that particle. If not, it returns null.

The Emitter constructor function

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