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

Playing sound effects

Adding sound effects to our game is a challenge for several reasons:

  • Effects must only occur once:

We'll be adding a sound effect for jumping (boing!) and want to make sure that it only happens one time. Fortunately, we have something for that already, our state machine! We can use RedHatBoyContext to play a sound when something happens, something like this (don't add it yet):

impl RedHatBoyContext {
    ...
    fn play_jump_sound(audio: &Audio) {
        audio.play_sound(self.sound)
    }
}

This leads directly into our second challenge.

  • Playing audio on transitions:

We want to play the sound at the moment of transition, but most transitions won't play a sound. Remember our state machine uses transition to transition from one event to another, and while we could pass in the audio there it would only be used...