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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

Summary

In this chapter, we spent some time gathering requirements for our user interface. We created a storyboard to help us think through what screens we require for our game and how they might look. We discussed the layout for our opening screen, and why we need it. We then broke out the screen that had been our entire game into the play screen. Then, we discussed the layout of the game over screen and what UI elements we required for it and learned how to use SDL to retrieve mouse input. We also created a button class as a part of our user interface, as well as an enumeration for our screen states and discussed transitions between those states. We then added a sprite user interface object, before modifying our render manager to allow us to render our start screen's background image. Finally, we made changes to our code to support multiple game screens.

In the next chapter...

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