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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

Projected focus and camera attractors

A locked-on camera is not a terrible thing, but a better camera shows more of what the player needs to see. In our game, the player is more likely to be interested in what lies ahead in the direction they are moving. A camera that looks ahead in the direction of movement is sometimes called a projected focus camera. We can look at the velocity at which our ship is currently moving, and offset our camera accordingly.

Another camera technique that we will employ is called camera attractors. Sometimes in games, there are objects of interest that can be used to pull/attract the focus of the camera. These create an attractive force that will pull our camera in that direction. One attractive force for our camera is the enemy ship. Another attractive force is projectiles. The enemy ship represents potential action, and projectiles represent a potential...

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