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Learn WebAssembly

You're reading from   Learn WebAssembly Build web applications with native performance using Wasm and C/C++

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781788997379
Length 328 pages
Edition 1st Edition
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Author (1):
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Mike Rourke Mike Rourke
Author Profile Icon Mike Rourke
Mike Rourke
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Table of Contents (12) Chapters Close

Preface 1. What is WebAssembly? 2. Elements of WebAssembly - Wat, Wasm, and the JavaScript API FREE CHAPTER 3. Setting Up a Development Environment 4. Installing the Required Dependencies 5. Creating and Loading a WebAssembly Module 6. Interacting with JavaScript and Debugging 7. Creating an Application from Scratch 8. Porting a Game with Emscripten 9. Integrating with Node.js 10. Advanced Tools and Upcoming Features 11. Other Books You May Enjoy

The code base in depth


Now that you have the code available, you'll need to familiarize yourself with the code base. Without having a good understanding of the code you want to port, you'll have a much harder time porting it successfully. In this chapter, we're going to walk through each of the C++ class and header files and describe their roles in the application.

Breaking the code into objects

C++ was designed around an object-oriented paradigm, which is what the Tetris code base uses to simplify management of the application. The code base consists of C++ class files

(.cpp) and header files (.h) that represent objects within the context of the game. I used the gameplay summary from the What is Tetris? section to extrapolate which objects I needed.

The game pieces (Tetriminos) and playing field (referred to as a well or matrix) are good candidates for classes. Maybe less intuitively, but still just as valid, is the game itself. Classes don't necessarily need to be as concrete as actual objects...

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