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 our code

We are going to need to add several new classes for this chapter. Obviously, if we want a camera in our game, we will need to add a Camera class. In previous versions of the code, the rendering was done through direct calls to SDL. Because SDL does not have a camera as a part of the API, we will need to add a RenderManager class that will act as an intermediate step in our rendering process. This class will use the position of the camera to determine where on our canvas we will be rendering our game object. We will be increasing our gameplay area to four screens wide and four screens high. This creates a gameplay problem, because now, we will need to be able to find the enemy spaceship when we play. To solve this problem, we will need to create a locator user interface (UI) element that points an arrow in the direction of the enemy spaceship.

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