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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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Toc

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

WebAssembly interface functions

We need to define the functions that will interact with our JavaScript. We also need to define some global variables that will be used by several of our classes. Here is the code from the new basic_particle.cpp file:

#include "game.hpp"
#include <emscripten/bind.h>
SDL_Window *window;
SDL_Renderer *renderer;
char* fileName;
Emitter* emitter = NULL;
Uint32 last_time = 0;
Uint32 current_time = 0;
Uint32 diff_time = 0;
float delta_time = 0.0f;
extern "C"
EMSCRIPTEN_KEEPALIVE
void add_emitter(char* file_name, int max_particles, float
min_angle, float max_angle, Uint32 particle_lifetime, float
acceleration, bool alpha_fade, float min_starting_velocity, float
kmax_starting_velocity, Uint32 emission_rate, float x_pos, float
y_pos, float radius) {
if( emitter != NULL ) {
delete emitter;
}
...
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