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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

Modifying the Particle class

Now that we have added the changes to our HTML shell file, we need to make some changes to our WebAssembly module to support these new parameters. We are going to work our way from the bottom up, starting with the Particle class. This class is not only useful for the tool we are building to design particle systems, but it is one of a few classes that, once we have completed it, we will be able to pull into our game, allowing us to add some beautiful looking effects.

Here is what the particle class definition looks like inside the game.hpp file:

class Particle {
public:
bool m_active;
bool m_alpha_fade;
bool m_color_mod;
bool m_align_rotation;
float m_rotation;

Uint8 m_start_red;
Uint8 m_start_green;
Uint8 m_start_blue;

Uint8 m_end_red;
Uint8 m_end_green;
Uint8 m_end_blue...
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