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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

Creating a dynamic level

The initial screen we've been looking at for so long, with RHB jumping from a stone onto a platform, is what we're going to call a "segment." It's not a technical term, just a concept we've made up for the sake of generating them. As RHB moves to the right (that is, when all the obstacles move to the left), we'll generate new segments to the right, which is just off screen. We'll create these as segments so that we can control what is generated and how they fit together. Think of it like this: if we generated obstacles at random, then our platforms would look messy and would arrange themselves in an unbeatable fashion, like so:

Figure 6.5 – A truly random level

Figure 6.5 – A truly random level

Instead, what we'll do is create a segment where the first one looks exactly like our one platform and one rock, and have them string together via a "timeline" value that's stored in Walk. This timeline will...

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