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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

Screen states

Before we begin adding new screens to our game, we will need to create some screen states. We will do most of the management of these states from within the main.cpp file. Different screen states will require different input, will run different logic, and different render functions. We will manage all of this at the highest level of our code as functions called by our game loop. We will define a list of possible states from within the game.hpp file as an enumeration:

enum SCREEN_STATE {
START_SCREEN = 0,
PLAY_SCREEN = 1,
PLAY_TRANSITION = 2,
GAME_OVER_SCREEN = 3,
YOU_WIN_SCREEN = 4
};

You may notice that even though there will only be three different screens, we have a total of five different screen states. START_SCREEN and PLAY_SCREEN are the start screen and play screen respectively. The PLAY_TRANSITION state transitions the screens between START_SCREEN...

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