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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

Summary

In this chapter, we made WalkTheDog more closely resemble a game by making RHB run into obstacles and jump onto platforms. We did all of this with axis-aligned bounding boxes and in a scene that looks like a real game, with a background, instead of an empty void. We also dealt with some quirks for dealing with trimmed sprite sheets, properly handled bounding boxes, and utilized the state machine we built in Chapter 4, Managing Animations with State Machines, to handle the new animations and manage the state of RedHatBoy.

We also learned how collisions are more than just drawing a box around an image. Yes, it's the math behind intersecting boxes, but it's also checking to see whether the player is landing or crashing into the platform. We debugged our collision boxes with rectangles and used those rectangles to make a better fitting box. We even subdivided one image into multiple collision boxes!

This chapter was big, we did a lot, and I encourage you to fiddle...

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