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)

Implementing circle collision detection

We are going to start by implementing circle collision detection because it is the fastest collision detection method available. It also fits well with our projectiles, which will be the most common kind of collider in our game. It will not do a great job on our ships, but later, we can improve that situation by implementing a compound collider that will use multiple circle colliders for each spaceship instead of just one. Because we only have two spaceships, this will give us the best of both worlds in our collision detection: the speed of circle collision detection, along with the accuracy of some of our better collision detection methods.

Let's start by adding a Collider class definition into our game.hpp file and creating a new collider.cpp file where we can define the functions used by our Collider class. Here's what our new...