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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

Pooling the player's projectiles

Now that we have looked at the class definitions for our Projectile and ProjectilePool classes, we need to create a projectile.cpp file and a projectile_pool.cpp file to store the function code for those classes. Because this is in Chapter 6, Game Objects and the Game Loop, I would recommend creating a new folder named Chapter06 to hold these files. This code will do the work of pooling our projectiles, requesting an inactive projectile when we need one, and moving and rendering our active projectiles. First, let's look at the code we have in projectile.cpp:

#include "game.hpp"

Projectile::Projectile() {
m_Active = false;
m_X = 0.0;
m_Y = 0.0;
m_VX = 0.0;
m_VY = 0.0;

SDL_Surface *temp_surface = IMG_Load( c_SpriteFile );

if( !temp_surface ) {
printf("failed to load image: %s\n", IMG_GetError...
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