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Game Development with Rust and WebAssembly

You're reading from   Game Development with Rust and WebAssembly Learn how to run Rust on the web while building a game

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Product type Paperback
Published in Apr 2022
Publisher Packt
ISBN-13 9781801070973
Length 476 pages
Edition 1st Edition
Languages
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Author (1):
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Eric Smith Eric Smith
Author Profile Icon Eric Smith
Eric Smith
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Table of Contents (16) Chapters Close

Preface 1. Part 1: Getting Started with Rust, WebAssembly, and Game Development
2. Chapter 1: Hello WebAssembly FREE CHAPTER 3. Chapter 2: Drawing Sprites 4. Part 2: Writing Your Endless Runner
5. Chapter 3: Creating a Game Loop 6. Chapter 4: Managing Animations with State Machines 7. Chapter 5: Collision Detection 8. Chapter 6: Creating an Endless Runner 9. Chapter 7: Sound Effects and Music 10. Chapter 8: Adding a UI 11. Part 3: Testing and Advanced Tricks
12. Chapter 9: Testing, Debugging, and Performance 13. Chapter 10: Continuous Deployment 14. Chapter 11: Further Resources and What's Next? 15. Other Books You May Enjoy

Jumping onto a platform

Now that RHB crashes into a stone, we'll need to find a way to go over it. Play the game and try jumping the rock; you'll that notice it's really difficult. The timing has to be just right, reminiscent of the scorpions in the classic game Pitfall for the Atari 2600. Later in this chapter, we'll adjust that by shrinking the bounding boxes and increasing the horizontal speed of RHB, but first, we're going to put a platform above the stone that RHB can jump on to avoid the rock. In addition to putting a platform on screen with a new sprite sheet and giving it a bounding box, we'll have to handle a new type of collision. Specifically, we'll need to handle collisions coming from above the platform so that we can land on it.

Adding a platform

We'll start by adding the platform from a new sprite sheet. This sprite sheet actually contains the elements that will make up our map in the upcoming chapters, but we'll use...

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