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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

Adding a canvas to the Emscripten template

In an earlier part of this chapter, we discussed making calls to the Emscripten WebAssembly app from a shell template. Now that you know how to make the interaction work between JavaScript and WebAssembly, we can add a canvas element back into the template and start to manipulate that canvas using the WebAssembly module. We are going to create a new .c file that will call a JavaScript function passing it an x and y coordinate. The JavaScript function will manipulate a spaceship image, moving it around the canvas. We will also create a brand new shell file called canvas_shell.html.

As we did for the previous version of our shell, we will start by breaking this file down into four sections to discuss it at a high level. We will then discuss the essential parts of this file a piece at a time.

  1. The beginning of the HTML file starts with...
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