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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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Toc

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

Moving the sprite

Now that we have learned how to animate our sprite in a frame-by-frame animation, we will learn how to move a sprite around on our canvas. I want to keep our spaceship animated, but I would prefer it not run in an explosion loop. In our sprites folder, I have included a simple four-stage animation that causes our ship's engines to flicker. The source code is quite lengthy, so I will introduce it in three parts: a preprocessor and global variable section, the show_animation function, and the main function.

Here is the code that defines the preprocessor directives and the global variables at the beginning of our cpp file:

#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>

#include <emscripten.h>
#include <stdio.h>

#define SPRITE_FILE "sprites/Franchise1.png"
#define EXP_FILE "sprites/Franchise%d.png"

#define FRAME_COUNT...
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