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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

Playing sound effects

Adding sound effects to our game is a challenge for several reasons:

  • Effects must only occur once:

We'll be adding a sound effect for jumping (boing!) and want to make sure that it only happens one time. Fortunately, we have something for that already, our state machine! We can use RedHatBoyContext to play a sound when something happens, something like this (don't add it yet):

impl RedHatBoyContext {
    ...
    fn play_jump_sound(audio: &Audio) {
        audio.play_sound(self.sound)
    }
}

This leads directly into our second challenge.

  • Playing audio on transitions:

We want to play the sound at the moment of transition, but most transitions won't play a sound. Remember our state machine uses transition to transition from one event to another, and while we could pass in the audio there it would only be used...

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