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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

Creating a button

Now that we know how to capture mouse input in WebAssembly using SDL, we can use this knowledge to create a button that can be clicked by a mouse. The first thing we will need to do is create a UIButton class definition inside of the game.hpp file. Our button will have more than one sprite texture associated with it. Buttons usually have a hover state and a clicked state, so we will want to display an alternative version of our sprite if the user is hovering the mouse cursor over the button, or has clicked the button:

Figure 14.5: Button states

To capture these events, we will need functions to detect whether the mouse has clicked on our button or hovered over it. Here is what our class definition looks like:

class UIButton {
public:
bool m_Hover;
bool m_Click;
bool m_Active;
void (*m_Callback)();

SDL_Rect m_dest = {.x...
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