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 6: Creating an Endless Runner

Red Hat Boy (RHB) can run, jump on a platform, and even crash into a rock and fall over. But once he starts running to his right, he just goes off the screen and is never seen again. There isn't much to it, and if you wait long enough, the game even crashes with a buffer overflow error. In this chapter, we'll make our game truly endless by generating new scenes as RHB runs that contain new obstacles and challenges. They will even contain randomness, and it all starts with RHB staying in one place! It's a real trick.

In this chapter, we will cover the following topics:

  • Scrolling the background
  • Refactoring for endless running
  • Creating a dynamic level

By the end of this chapter, you'll have a functioning endless runner and be able to create obstacles for RHB to hop over and slide under.