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)

Creating an enemy

So, now that we have a player ship that is shooting, we can work on adding an enemy ship. It will be similar to the PlayerShip class. Later, we will get into class inheritance so that we will not end up with a copied and pasted version of the same code, but for right now we will add a new class definition to our game.hpp file that is almost identical to our PlayerShip class:

enum FSM_STUB {
SHOOT = 0,
TURN_LEFT = 1,
TURN_RIGHT = 2,
ACCELERATE = 3,
DECELERATE = 4
};

class EnemyShip {
public:
const char* c_SpriteFile = "sprites/BirdOfAnger.png";
const Uint32 c_MinLaunchTime = 300;
const int c_Width = 16;
const int c_Height = 16;
const int c_AIStateTime = 2000;

Uint32 m_LastLaunchTime;
SDL_Texture *m_SpriteTexture;

FSM_STUB m_AIState;
int m_AIStateTTL;

float m_X;
...