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)

Adding obstacles to our game

Right now, we do not have anything in our game for an AI to steer around. We need to add some obstacles that can get in the way of our enemy ship. We want our enemy ship to do what it can to avoid these obstacles while attempting to approach and attack our player's spaceship. The first thing we will add is a big star right in the middle of our gameplay area. We can animate this star and add some nice particle effects for the star's corona. In the last section, we created the class definition of this star in the game.hpp file and it looked like this:

class Star : public Collider {
public:
SDL_Texture *m_SpriteTexture;
SDL_Rect m_src = {.x = 0, .y = 0, .w = 64, .h = 64 };
SDL_Rect m_dest = {.x = 0, .y = 0, .w = 64, .h = 64 };

std::vector<Emitter*> m_FlareList;

Uint32 m_CurrentFrame = 0;
int...