Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Game Development with Rust and WebAssembly
  • Table Of Contents Toc
  • Feedback & Rating feedback
Game Development with Rust and WebAssembly

Game Development with Rust and WebAssembly

By : Smith
3.3 (6)
close
close
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)
close
close
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

Jumping onto a platform

Now that RHB crashes into a stone, we'll need to find a way to go over it. Play the game and try jumping the rock; you'll that notice it's really difficult. The timing has to be just right, reminiscent of the scorpions in the classic game Pitfall for the Atari 2600. Later in this chapter, we'll adjust that by shrinking the bounding boxes and increasing the horizontal speed of RHB, but first, we're going to put a platform above the stone that RHB can jump on to avoid the rock. In addition to putting a platform on screen with a new sprite sheet and giving it a bounding box, we'll have to handle a new type of collision. Specifically, we'll need to handle collisions coming from above the platform so that we can land on it.

Adding a platform

We'll start by adding the platform from a new sprite sheet. This sprite sheet actually contains the elements that will make up our map in the upcoming chapters, but we'll use...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech

Create a Note

Modal Close icon
You need to login to use this feature.
notes
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Delete Note

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Edit Note

Modal Close icon
Write a note (max 255 characters)
Cancel
Update Note

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY