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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

The Particle class

The Particle class is the class we will use to represent the individual particles that are emitted by our particle system. The Particles class will need to be created with a constructor and later updated with an Update function used to modify the defining attributes of the particle. There will be a Spawn function used to activate the Particle, a Move function to move the particle through its life cycle eventually deactivating it, and a Render function that will perform the SDL rendering tasks required to draw the particle to the canvas. Here is what the Particle class looks like in our game.hpp file:

class Particle {
public:
bool m_active;
bool m_alpha_fade;
SDL_Texture *m_sprite_texture;
int m_ttl;
Uint32 m_life_time;
float m_acceleration;
float m_alpha;
Point m_position;
Point m_velocity;
...
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