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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

Show the button on game over

We can show and hide the button in the Game update method by checking on each frame if the game is over and if the button is present, ensuring that we only show or hide it once, and that would probably work, but I think you can sense the spaghetti code beginning to form if we do that. In general, it's best to avoid too much conditional logic in update, as it gets confusing and allows for logic bugs. Instead, we can think of every conditional check that looks like if (state_is_true) as two different states of the system. So, if the new game button is shown, that's one game state, and if it isn't, that's another game state. You know what that means – it's time for a state machine.

A state machine review

In Chapter 4, Managing Animations with State Machines, we converted RHB to a state machine in order to make it change animations on events easily and, more importantly, correctly. For instance, when we wanted RHB to jump...

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