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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

UI requirements

The first thing we will need to do when implementing our UI is to decide on some requirements. What exactly do we need for our user interface? The first part of that is deciding what game screens we need for our game. This is usually the kind of thing you do early in the game design process, but because I am writing a book about WebAssembly, I have saved this step for a later chapter. Deciding what screens your game needs usually involves a storyboard and a process by which you either talk through (if more than one person is working on the game) or think through the way a user will interact with your web page, as well as the game that is on that page:

Figure 14.1: Storyboard example for our user interface

You don't have to draw a storyboard, but I find it useful when thinking through what I need for a game's UI. It is even more useful when you need to...

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