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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

What is an FSM?

FSMs are very common in games. As I mentioned before, PAC-MAN was an early game that had an AI with more than one state. The ghosts could be in a hunt or a flee state based on a global condition flipped when PAC-MAN would eat a large dot on the screen, commonly known as a power pellet. A specific state in an FSM can be either a global condition or, in the case of a finite state automaton, could be a state that is specific to any autonomous agent within the game. Managing behaviors or state transitions could be as simple as using a switch statement, or they could be more complicated systems that load and unload AI modules when different states are triggered. A state may choose when a transition to a different state occurs, or state transitions could be managed by the game from the top down.

The FSM we will be writing for this game will be very basic. It will be...

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