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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

The Emitter class

The Emitter class manages a pool of particles and is where the loaded sprite texture that the particles use to render themselves resides. Our emitters will only be circular. It is possible to define emitters with many different possible shapes, but for our game, a circle-shaped emitter will work fine. Right now, our Emitter class is going to be pretty basic. In later sections, we will add some new features, but right now I want to create a very basic particle system. Here is what the class definition looks like in the game.hpp file:

class Emitter {
public:
SDL_Texture *m_sprite_texture;
std::vector<Particle*> m_particle_pool;
int m_sprite_width;
int m_sprite_height;
Uint32 m_max_particles;
Uint32 m_emission_rate;
Uint32 m_emission_time_ms;
int m_next_emission;
float m_max_angle;
float...
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