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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 force fields

Currently, in our game, our spaceships are destroyed with a single collision. This ends up creating a game that is over very quickly. It would be nice to have a force field to prevent the ship's destruction when a collision is about to occur. This will also give our AI something else it can do in its bag of tricks. When the shields are up, there will be a little force-field animation surrounding the spaceship that is using it. There is a time limit to shield use. That will prevent the player or the AI from keeping the shield up for the entire game. While the shield is active, the color of the shields will transition from green to red. The closer the color gets to red, the closer the shields are to running out of power. Every time the shields get hit, the player or AI's shields will have additional time taken off them. We have already created the class...

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