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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

Start a new Game

If you remember our originally planned behavior, and I don't blame you if you don't, we wanted to draw a new game button on the screen when RHB crashed and fell over. Then, when it's clicked, we want to start a new game. For that to happen, we'll need to do the following:

  1. Check whether RedHatBoyStateMachine is KnockedOut, and if so, transition from Walking to GameOver.
  2. On that transition, draw the new game button.
  3. Add an onclick handler so that when the button is clicked, we transition back to Ready with a new Walk instance.
  4. On the transition to Ready, hide the button and restart the game.

All the code we wrote before was to make that change easier. Let's see whether we were right about that:

  1. Transition from Walking to GameOver.

To transition from Walking to GameOver, we need to return the GameOver state from the WalkTheDogState<Walking> update method, but when should we do that? We'll need...

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