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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

Modifying game.hpp

Before we get too far into our new code, I want to make some quick changes to the game.hpp file to add some functionality we will be using later in this chapter. The first thing I want to add near the top of the game.hpp file is a few macros that will let us quickly convert from an angle in degrees to radians, and also from radians to degrees. I find myself doing this a lot when using SDL because SDL, for some reason, wants rotations in degrees, and every other library out there uses radians. So, let's go ahead and add the following two lines of code somewhere near the top of the game.hpp file:

#define DEG_TO_RAD(deg) ((float)deg/180.0)*3.14159
#define RAD_TO_DEG(rad) ((float)rad*180.0)/3.14159

We will be changing the size of our canvas from 320 x 200 to 800 x 600. To make this easy to switch later, let's go ahead and define a few macros we will use...

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