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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 the code

In this section, we are going to make some changes to our game objects. We will need to add mass and elastic collisions to our collider class. Our star should be able to generate gravity and attract the player and enemy spaceship with a force that decreases based on the square of the distance. We will need to modify our collisions function to add elastic collisions between our spaceships, asteroids, and the projectiles.

Changing the game.hpp file

To get physics into our game, we will need to modify several class definitions and add new #define macros. Let's start by updating our game.hpp file. The first thing we need to add is #define in order to set up a constant value for our star's mass. I want...

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