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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

Introducing state machines

Games, web applications, heck, even cryptocurrency miners, have to manage the state of the system. After all, if the system isn't doing something right now, if it doesn't have a current state, then it's not running, is it? The state is also fractal. In our game, we have a state of playing, and another one of game over. Once we add menu items, we'll have even more states. Meanwhile, our RHB also has states: he's running, sliding, jumping, dying, and dead. Let's say unconscious, that's less dark.

The point is our game is doing a lot of things and is maintaining a large game state with a lot of mini-states inside it. As the application moves from one state to another, the rules of the system change. For example, when RHB is running, the spacebar might make him jump, but when he's jumping, hitting the spacebar doesn't do anything. The rule is you can't jump when you're already jumping. One way you can...

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