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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

ui_sprite.cpp

The UISprite class is pretty simple. It has only two functions: a constructor and a rendering function. Like with every other CPP file in our project, the first thing we must do is include the game.hpp file:

#include "game.hpp"

Defining the constructor

The constructor is very familiar. It sets the m_dest rectangle's x and y values to the values that were passed into the constructor. It loads the texture from the virtual filesystem using the file_name variable that we passed in as a parameter. Finally, it centers the m_dest rectangle using the width and height values that were retrieved using the SDL_QueryTexture function. Here is the code for the constructor:

UISprite::UISprite( int x, int y, char...
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