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)

Summary

In this chapter, we spent some time gathering requirements for our user interface. We created a storyboard to help us think through what screens we require for our game and how they might look. We discussed the layout for our opening screen, and why we need it. We then broke out the screen that had been our entire game into the play screen. Then, we discussed the layout of the game over screen and what UI elements we required for it and learned how to use SDL to retrieve mouse input. We also created a button class as a part of our user interface, as well as an enumeration for our screen states and discussed transitions between those states. We then added a sprite user interface object, before modifying our render manager to allow us to render our start screen's background image. Finally, we made changes to our code to support multiple game screens.

In the next chapter...