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)

Camera for tracking player movement

The first implementation of our camera will be a locked-on camera, which will lock onto our player and follow them as they move through the area in the level. Right now, our level is the same size as our fixed camera at that level. Not only will we need to make our level larger, but we will also need to modify our object wrapping so that it works with our camera. The first thing that we will need to do to implement our locked-on camera is to modify our game.hpp file. We will be creating a Camera class as well as a RenderManager class, where we will move all of our rendering-specific code. We will also need to add some #define macros than define our level's height and width, because that will now be different to the canvas height and width that we have already defined. We will also be adding a few additional overloaded operators to our Vector2D...