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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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Toc

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

Colliding with an obstacle

To have collisions, we'll have to actually put the bounding boxes we've seen on both RHB and the stone. Then, in the update function of WalkTheDog, we'll need to detect that collision, and when that collision happens, we'll move RHB into the Falling and KnockedOut states, which correspond to the Dead animation in the sprite sheet. Much of that code, particularly the state machine, will be very familiar, so I'll refrain from reproducing the parts that are repetitive and highlight the differences. I will remind you of what needs to change in new states, and you can always check the final code at https://github.com/PacktPublishing/Rust-Game-Development-with-WebAssembly/tree/chapter_5/.

Let's start with the easiest bounding box, the one for the stone.

A bounding box for a stone

The stone is the simplest of the bounding boxes because we can just use the size of HTMLImageElement. This won't always be the case. If you...

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