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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

Destroying a spaceship on collision

Now that we are detecting collisions between the projectiles and the spaceships, it would be nice to do something more interesting than printing a line to the console. It would be nice to have a little explosion animation for our projectiles and our ships when they hit something. We can add an animation associated with each of these objects as they are destroyed.

Instead of loading multiple sprites for each frame of the animation as we did in a previous chapter, I'm going to introduce the concept of sprite sheets. Instead of loading a single projectile frame and a single ship frame for each of our spaceships, we will load a sprite sheet for each that includes not only the undamaged version of each but a destruction sequence that we will animate through when any of these objects are destroyed.

Having three different sprite sheets in this...

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