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

Chapter 4: Managing Animations with State Machines

In the last chapter, we created a minimal game engine, allowing for moving our main character around and playing a simple animation, but it's far from full-featured. There's no world to navigate, the only animation that plays is running, and Red Hat Boy (RHB) doesn't respond to any physics. At this point, if we wanted to retitle our game, it would be called Red Hat Boy and the Empty Void.

While that might be a fun title, it wouldn't make for a fun game. Ultimately, we'll want RHB to chase his dog through a forest with platforms to jump on and slide under, and to do that we'll need to make sure he slides, jumps, and runs. We'll also need to make sure that he looks, acts, and behaves differently when he does those things.

In this chapter, we're going to introduce a common game development pattern to manage all that, the state machine, implemented in Rust. Rust gives us powerful constructs...