Hands-On Game Development with WebAssembly
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Summary

In this chapter, we learned how to create a basic game framework. We learned what a game loop is and how we create one for WebAssembly using Emscripten. We learned about game objects and created classes to define our player's spaceship, an enemy spaceship, and projectiles. We learned about object pooling, and how we can use an object pool to recycle objects in memory so that we do not need to create and destroy new objects in memory continually. We used this knowledge to create an object pool for our projectiles. We also created an AI stub for our enemy spaceship that gave that object random behavior, and we created functions that let our player and enemy shoot at each other while our projectiles pass harmlessly through the spaceships. 

By the end of the next chapter, we will add collision detection; this will allow our projectiles to destroy the spaceships they hit, and add an animation sequence that will show a ship being destroyed when it is hit by one of the projectiles.