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Hands-On Game Development with WebAssembly

You're reading from   Hands-On Game Development with WebAssembly Learn WebAssembly C++ programming by building a retro space game

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781838644659
Length 596 pages
Edition 1st Edition
Languages
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Author (1):
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Rick Battagline Rick Battagline
Author Profile Icon Rick Battagline
Rick Battagline
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Table of Contents (18) Chapters Close

Preface 1. Introduction to WebAssembly and Emscripten FREE CHAPTER 2. HTML5 and WebAssembly 3. Introduction to WebGL 4. Sprite Animations in WebAssembly with SDL 5. Keyboard Input 6. Game Objects and the Game Loop 7. Collision Detection 8. Basic Particle System 9. Improved Particle Systems 10. AI and Steering Behaviors 11. Designing a 2D Camera 12. Sound FX 13. Game Physics 14. UI and Mouse Input 15. Shaders and 2D Lighting 16. Debugging and Optimization 17. Other Books You May Enjoy

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...
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