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)

Destroying a spaceship on collision

Now that we are detecting collisions between the projectiles and the spaceships, it would be nice to do something more interesting than printing a line to the console. It would be nice to have a little explosion animation for our projectiles and our ships when they hit something. We can add an animation associated with each of these objects as they are destroyed.

Instead of loading multiple sprites for each frame of the animation as we did in a previous chapter, I'm going to introduce the concept of sprite sheets. Instead of loading a single projectile frame and a single ship frame for each of our spaceships, we will load a sprite sheet for each that includes not only the undamaged version of each but a destruction sequence that we will animate through when any of these objects are destroyed.

Having three different sprite sheets in this...