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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

Adding animation

Sprite animation works just like a flip-book or a movie. Show a sequence of images fast enough, where each image is drawn to be only slightly different than the previous one, and it causes the illusion of motion. Animation on the canvas works in much the same way, where each frame in the sprite sheet has the same effect as a drawing in a flip-book:

Figure 2.7 – The run animation for Red Hat Boy

Figure 2.7 – The run animation for Red Hat Boy

To draw Red Hat Boy running, we have to simply draw the images in order, one at a time, and loop after drawing the last one. Simple for a loop, right?

Of course, it's not quite that simple. First, we can't just use an infinite loop, as that would block the browser from any processing, resulting in a frozen browser tab. Second, we have to make sure to clear the canvas between each frame. Otherwise, we'll see all the images merged together as one draws on top of the other. So, each time we draw the canvas, we'll need...

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