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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

Adding obstacles to our game

Right now, we do not have anything in our game for an AI to steer around. We need to add some obstacles that can get in the way of our enemy ship. We want our enemy ship to do what it can to avoid these obstacles while attempting to approach and attack our player's spaceship. The first thing we will add is a big star right in the middle of our gameplay area. We can animate this star and add some nice particle effects for the star's corona. In the last section, we created the class definition of this star in the game.hpp file and it looked like this:

class Star : public Collider {
public:
SDL_Texture *m_SpriteTexture;
SDL_Rect m_src = {.x = 0, .y = 0, .w = 64, .h = 64 };
SDL_Rect m_dest = {.x = 0, .y = 0, .w = 64, .h = 64 };

std::vector<Emitter*> m_FlareList;

Uint32 m_CurrentFrame = 0;
int...
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