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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

Using keyboard input to move a sprite

Now that we know how to get keyboard input and use it in our WebAssembly module, let's figure out how we can take that keyboard input and use it to move our spaceship sprite around the HTML canvas. Let's begin by copying sprite_move.c from the Chapter04 directory into the Chapter05 directory. That will give us a good starting point. Now we can start modifying the code. We will need to add a single #include to the beginning of our .c file. Because we need Boolean variables, we must add #include <stdbool.h>. The new start of our .c file will now look as follows:

#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <emscripten.h>
#include <stdio.h>
#include <stdbool.h>

After that, all the #define directives will remain unchanged from what they were in the sprite_move.c file, as can be seen in the...

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