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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

Rendering a sprite

Sprite is a term so commonplace that it's possible to use it in conversation without actually knowing its meaning, yet properly defining it means properly defining bitmap, which in turn means properly defining pixmap. Did you know the term sprite was coined in the 1970s by Danny Hillis (http://bit.ly/3aZlJ72)? It's exhausting.

While I find all of this fascinating, you didn't get this book for that, so for our purposes, a sprite is a 2D image loaded from a file. Red Hat Boy, his dog and cat, and the background will all be sprites. Let's not waste any more time on definitions and start drawing one.

Loading images

We'll start by unzipping the assets and copying the Idle (1).png file from resized/rhb into the static directory in your project. This will make it reachable from your program. As we build the program out, we'll need further organization, but for one file, this is fine. Next, we'll need to modify our code. You can...

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