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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 an enemy

So, now that we have a player ship that is shooting, we can work on adding an enemy ship. It will be similar to the PlayerShip class. Later, we will get into class inheritance so that we will not end up with a copied and pasted version of the same code, but for right now we will add a new class definition to our game.hpp file that is almost identical to our PlayerShip class:

enum FSM_STUB {
SHOOT = 0,
TURN_LEFT = 1,
TURN_RIGHT = 2,
ACCELERATE = 3,
DECELERATE = 4
};

class EnemyShip {
public:
const char* c_SpriteFile = "sprites/BirdOfAnger.png";
const Uint32 c_MinLaunchTime = 300;
const int c_Width = 16;
const int c_Height = 16;
const int c_AIStateTime = 2000;

Uint32 m_LastLaunchTime;
SDL_Texture *m_SpriteTexture;

FSM_STUB m_AIState;
int m_AIStateTTL;

float m_X;
...
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