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)

The Point class

In previous chapters, we have dealt with the 2D X and Y coordinates directly in our classes. I want to add a little bit of functionality that deals with our X and Y coordinates. For this, we are going to need to define a new class called Point. Eventually, Point will do more than what we are using it for here. But for right now, I would like to be able to create a Point object and be able to Rotate that point by an angle. Here is the class definition for Point that we have added to the game.hpp file:

class Point {
public:
float x;
float y;
Point();
Point( float X, float Y );
Point operator=(const Point& p);
void Rotate( float radians );
};

The first several functions and the operator= are pretty straightforward. They set the x and y attributes either through a constructor or by using a line of code such as point_1...