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 the JavaScript

The tool we are creating operates outside of the game we have been working on for several chapters now. Because of this, we are working on a new HTML shell file, and we will be writing a lot of JavaScript to integrate our user interface with the WebAssembly classes we will drop into our game later. Let's take the time to walk through all of the JavaScript functions we will need to add to our new HTML shell file.

The JavaScript UpdateClick function

After we have modified the HTML, the next thing we need to do is modify the UpdateClick() JavaScript function to allow it to grab the new values out of the HTML elements and pass those values into the Module.ccall function call to update_emitter.

Here...