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)

Creating a particle emitter

Now that we have an exhaust particle system, we are going to start adding the particle system code into the game to add some nice particle effects. I would like to have a particle system for the player and enemy ship exhaust. I would also like to add a particle system effect on top of the animated explosion we have to make it stand out.

The first thing we are going to do is copy the particle.cpp and emitter.cpp files into the main Chapter09 directory. After that, we will need to add those class definitions to the game.hpp file, as well as to the get_random_float function prototype.

Changes to game.hpp

The first set of changes we need to make are to the game.hpp file. We need to add an Emitter class...