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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

Creating a real scene

At the moment, RHB can move anywhere he wants, in an empty void, such as the one in The Matrix. It's progress; all that animation was real work, but it's not a game. It's time we put RHB in a setting – a background, platforms, maybe something to jump over. Let's start with a background.

Adding the background

Right now, our game can only render images from a sprite sheet, which we can use for a background, but that's overkill for one image. Instead, we'll add a new struct that draws a simple image from a .png file. Then, we'll add that to the draw and initialize functions in WalkTheDog:

  1. Create an Image struct.

We can work bottom-up for these changes, adding code to the engine and then integrating it into the game. Our Image struct will use a lot of the same code that we wrote in Chapter 2, Drawing Sprites, but with a simpler setup because we won't be using a sheet. All of this code should go into...

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