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Game Development with Rust and WebAssembly

You're reading from   Game Development with Rust and WebAssembly Learn how to run Rust on the web while building a game

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Product type Paperback
Published in Apr 2022
Publisher Packt
ISBN-13 9781801070973
Length 476 pages
Edition 1st Edition
Languages
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Author (1):
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Eric Smith Eric Smith
Author Profile Icon Eric Smith
Eric Smith
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Table of Contents (16) Chapters Close

Preface 1. Part 1: Getting Started with Rust, WebAssembly, and Game Development
2. Chapter 1: Hello WebAssembly FREE CHAPTER 3. Chapter 2: Drawing Sprites 4. Part 2: Writing Your Endless Runner
5. Chapter 3: Creating a Game Loop 6. Chapter 4: Managing Animations with State Machines 7. Chapter 5: Collision Detection 8. Chapter 6: Creating an Endless Runner 9. Chapter 7: Sound Effects and Music 10. Chapter 8: Adding a UI 11. Part 3: Testing and Advanced Tricks
12. Chapter 9: Testing, Debugging, and Performance 13. Chapter 10: Continuous Deployment 14. Chapter 11: Further Resources and What's Next? 15. Other Books You May Enjoy

Chapter 4: Managing Animations with State Machines

In the last chapter, we created a minimal game engine, allowing for moving our main character around and playing a simple animation, but it's far from full-featured. There's no world to navigate, the only animation that plays is running, and Red Hat Boy (RHB) doesn't respond to any physics. At this point, if we wanted to retitle our game, it would be called Red Hat Boy and the Empty Void.

While that might be a fun title, it wouldn't make for a fun game. Ultimately, we'll want RHB to chase his dog through a forest with platforms to jump on and slide under, and to do that we'll need to make sure he slides, jumps, and runs. We'll also need to make sure that he looks, acts, and behaves differently when he does those things.

In this chapter, we're going to introduce a common game development pattern to manage all that, the state machine, implemented in Rust. Rust gives us powerful constructs...

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