Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Apr 2022
Publisher Packt
ISBN-13 9781801070973
Length 476 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Eric Smith Eric Smith
Author Profile Icon Eric Smith
Eric Smith
Arrow right icon
View More author details
Toc

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

Trimming the sprite sheet

In order to have RHB crash into a stone, we're going to have to deal with the transparency. Let's take a look at the raw .png file that RHB is coming from. A portion of the image is shown in Figure 5.8, as follows:

Figure 5.8 – The sprite sheet

Figure 5.8 – The sprite sheet

This is two frames of the idle animation, with black lines showing the image borders. As you can see, there is a ton of extra space in these images, so using a bounding box that's the same size as the image won't work. That's the problem you see with the bounding boxes in Figure 5.7. We have two choices to fix it. The simplest, although annoying, would be to open our sprite sheet in a graphics editor and find out the actual pixels for the bounding boxes for each sprite. Then, we would store that in code or a separate file and use those bounding boxes. That's faster in development time, but it means loading a much larger image than is necessary and rendering...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime