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Game Development with Rust and WebAssembly

Game Development with Rust and WebAssembly

By : Smith
3.3 (6)
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Game Development with Rust and WebAssembly

Game Development with Rust and WebAssembly

3.3 (6)
By: Smith

Overview of this book

The Rust programming language has held the most-loved technology ranking on Stack Overflow for 6 years running, while JavaScript has been the most-used programming language for 9 years straight as it runs on every web browser. Now, thanks to WebAssembly (or Wasm), you can use the language you love on the platform that's everywhere. This book is an easy-to-follow reference to help you develop your own games, teaching you all about game development and how to create an endless runner from scratch. You'll begin by drawing simple graphics in the browser window, and then learn how to move the main character across the screen. You'll also create a game loop, a renderer, and more, all written entirely in Rust. After getting simple shapes onto the screen, you'll scale the challenge by adding sprites, sounds, and user input. As you advance, you'll discover how to implement a procedurally generated world. Finally, you'll learn how to keep your Rust code clean and organized so you can continue to implement new features and deploy your app on the web. By the end of this Rust programming book, you'll build a 2D game in Rust, deploy it to the web, and be confident enough to start building your own games.
Table of Contents (16 chapters)
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1
Part 1: Getting Started with Rust, WebAssembly, and Game Development
4
Part 2: Writing Your Endless Runner
11
Part 3: Testing and Advanced Tricks

Trimming the sprite sheet

In order to have RHB crash into a stone, we're going to have to deal with the transparency. Let's take a look at the raw .png file that RHB is coming from. A portion of the image is shown in Figure 5.8, as follows:

Figure 5.8 – The sprite sheet

Figure 5.8 – The sprite sheet

This is two frames of the idle animation, with black lines showing the image borders. As you can see, there is a ton of extra space in these images, so using a bounding box that's the same size as the image won't work. That's the problem you see with the bounding boxes in Figure 5.7. We have two choices to fix it. The simplest, although annoying, would be to open our sprite sheet in a graphics editor and find out the actual pixels for the bounding boxes for each sprite. Then, we would store that in code or a separate file and use those bounding boxes. That's faster in development time, but it means loading a much larger image than is necessary and rendering...

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