Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Apr 2022
Publisher Packt
ISBN-13 9781801070973
Length 476 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Eric Smith Eric Smith
Author Profile Icon Eric Smith
Eric Smith
Arrow right icon
View More author details
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

Managing animation

We'll create our state machine to manage the different animations. Specifically, when RHB isn't moving, he's Idle, but when he's moving, he's Running. When he jumps, he's Jumping. You get the idea.

Those different RHB states correspond to the different animations managed using a state machine. We'll first create the RHB with a state machine and then integrate it into our current application. We'll implement this top-down, starting with a struct that represents RHB and letting the compiler errors drive further development. This is sometimes called Compiler-Driven Development although it's not a formalized approach such as Test-Driven Development. It can work extremely well in a language with a robust type system and great compiler errors, such as Rust. Let's start with how we'll represent RHB.

The RedHatBoy struct will contain the state machine, the sprite sheet, and the image because eventually, it will...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image