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 long music

You might think that playing music will mean detecting whether the sound is complete and restarting it. This is probably true for the browser's implementation, but fortunately, you don't have to do it. The Web Audio API already has a flag on the AudioBufferSourceNode loop that will play the sound on a loop until it is explicitly stopped. This will make playing background audio rather simple. We can add a flag to the play_sound function in the sound module for the loop parameter, as shown here:

fn create_track_source(ctx: &AudioContext, buffer: &AudioBuffer) -> Result<AudioBufferSourceNode> {
    let track_source = create_buffer_source(ctx)?;
    track_source.set_buffer(Some(&buffer));
    connect_with_audio_node(&track_source, 
        &ctx.destination())?;
    Ok(track_source)
}
pub enum LOOPING {
 ...