Book Image

Game Development with Rust and WebAssembly

By : Eric Smith
Book Image

Game Development with Rust and WebAssembly

By: Eric 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)
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

Summary

In this chapter, you added sounds to your game using the Web Audio API and got an overview of the API itself. The Web Audio API is very broad and has a ton of features, and I'd encourage you to explore it. Your first challenge is to use the gain property to change the volume of the music, which is rather loud at the moment. The Web Audio API also supports features such as stereo surround sound and programmatically generated music. Have some fun and try it out!

You also added a new module to the game, and further extended the game engine to support it. We even covered refactoring and made some trade-offs to ensure the game would finish without requiring a time-consuming ideal design. I encourage you to take some time to add more sound effects to the game; you have the skills now to make RHB thud when he lands or crashes into a rock. Speaking of crashing into rocks, you're probably sick of having to hit refresh every time you do that, so in the next chapter, we&apos...