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)

ui_sprite.cpp

The UISprite class is pretty simple. It has only two functions: a constructor and a rendering function. Like with every other CPP file in our project, the first thing we must do is include the game.hpp file:

#include "game.hpp"

Defining the constructor

The constructor is very familiar. It sets the m_dest rectangle's x and y values to the values that were passed into the constructor. It loads the texture from the virtual filesystem using the file_name variable that we passed in as a parameter. Finally, it centers the m_dest rectangle using the width and height values that were retrieved using the SDL_QueryTexture function. Here is the code for the constructor:

UISprite::UISprite( int x, int y, char...