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 5: Collision Detection

To make our game fun, our little Red Hat Boy (RHB) needs to run, jump, and slide. Fortunately, we just implemented all that, but he also needs to have something to jump on, something to slide under, and something to crash into. To make this game fun, we'll need to add collision detection, which is one of the most fun and most complicated aspects of game design.

Collision detection begins with math, detecting whether or not two shapes intersect, but leads to all kinds of interesting questions. We'll deal with some of those in this chapter, such as, how do we handle transparency in sprites? What do we do to make sure a player lands on a platform from above but crashes into a platform if they're underneath it? What about sprites that have shapes that aren't a simple box? It's going to be a blast!

In this chapter, we will cover the following topics:

  • Creating a real scene
  • Axis-aligned bounding boxes
  • Getting bounding...