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)

Modifying the Particle class

Now that we have added the changes to our HTML shell file, we need to make some changes to our WebAssembly module to support these new parameters. We are going to work our way from the bottom up, starting with the Particle class. This class is not only useful for the tool we are building to design particle systems, but it is one of a few classes that, once we have completed it, we will be able to pull into our game, allowing us to add some beautiful looking effects.

Here is what the particle class definition looks like inside the game.hpp file:

class Particle {
public:
bool m_active;
bool m_alpha_fade;
bool m_color_mod;
bool m_align_rotation;
float m_rotation;

Uint8 m_start_red;
Uint8 m_start_green;
Uint8 m_start_blue;

Uint8 m_end_red;
Uint8 m_end_green;
Uint8 m_end_blue...