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)

Render a sprite to the canvas

Now that we have learned how to render text to our HTML canvas element using SDL and Emscripten, we can take the next step and learn how to render sprites. The code used to render a sprite to the canvas is quite similar to the code that we used to render a TrueType font. We will still be using the virtual filesystem to generate a data file that contains the sprites we are using, but we will need a new SDL library to do this. We no longer need SDL2_ttf to load a TrueType font and render it to a texture. Instead, we need SDL2_image. We will show you how to change our call to emcc to include this new library a little later.

First, let's take a look at the new version of the SDL code that renders an image to our HTML canvas element instead of the text we rendered in the previous section:

#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h&gt...