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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 5: Collision Detection

To make our game fun, our little Red Hat Boy (RHB) needs to run, jump, and slide. Fortunately, we just implemented all that, but he also needs to have something to jump on, something to slide under, and something to crash into. To make this game fun, we'll need to add collision detection, which is one of the most fun and most complicated aspects of game design.

Collision detection begins with math, detecting whether or not two shapes intersect, but leads to all kinds of interesting questions. We'll deal with some of those in this chapter, such as, how do we handle transparency in sprites? What do we do to make sure a player lands on a platform from above but crashes into a platform if they're underneath it? What about sprites that have shapes that aren't a simple box? It's going to be a blast!

In this chapter, we will cover the following topics:

  • Creating a real scene
  • Axis-aligned bounding boxes
  • Getting bounding...
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