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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

Creating a 2D lighting demo app

We can start our lighting app by creating a new C file called lighting.c. The macros at the beginning of lighting.c are the same macros we used in glow.c, but we can remove the #define TWOPI macro because it is no longer needed. Here are the macros we will have in our lighting.c file:

#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL_opengl.h>

#include <GLES3/gl3.h>
#include <stdlib.h>
#include <emscripten.h>

#define CANVAS_WIDTH 800
#define CANVAS_HEIGHT 600
#define FLOAT32_BYTE_SIZE 4
#define STRIDE FLOAT32_BYTE_SIZE*4

The vertex shader code in this file will be very similar to the vertex shader code we had in our glow.c file. The one change we will make is done by removing the u_translate uniform variable. We are doing this because we will be centering our shaded sprite image, and we will allow the user...

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