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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

Modifying our code

We are going to need to add several new classes for this chapter. Obviously, if we want a camera in our game, we will need to add a Camera class. In previous versions of the code, the rendering was done through direct calls to SDL. Because SDL does not have a camera as a part of the API, we will need to add a RenderManager class that will act as an intermediate step in our rendering process. This class will use the position of the camera to determine where on our canvas we will be rendering our game object. We will be increasing our gameplay area to four screens wide and four screens high. This creates a gameplay problem, because now, we will need to be able to find the enemy spaceship when we play. To solve this problem, we will need to create a locator user interface (UI) element that points an arrow in the direction of the enemy spaceship.

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