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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

Adding keyboard input

Most games have some form of user input; otherwise, they aren't much of a game. In this section, we'll start listening to keyboard events and use them to control our RHB. That means adding keyboard input to the game loop and passing that into the update function. What we will not be doing is yet more refactoring. The system is reasonably well factored at this point and is open to our new changes.

The specific process by which we'll get keyboard events is probably a little different than you're used to if you do web development. In a normal program, you would listen for keys to get pressed – in other words, pushed down and then released – and then do something such as update the screen when the button is released. This doesn't fit in with a game because typical players want the action to happen as soon as a key is pushed down and want it to continue for as long as it's held. Think of moving around the screen with the...

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