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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

UI and Mouse Input

A user interface (UI) defines the interaction between a computer program and the user. In our game, our interaction so far has been limited to a keyboard interface that controls our player's spaceship. When we wrote our particle system configuration apps, we used HTML to define a more robust user interface, which allowed us to input values to configure our particle system. From that user interface, our code had to interact with the WebAssembly code indirectly. That is a technique you could continue to use for games if you wanted to leverage HTML to define your user interface, but it has a few disadvantages. First of all, we may want user interface elements that overlay the content of our game. Going through the DOM for this kind of effect is not very efficient. It is also easier to have interactions between our UI and objects from within the game if the...

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