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Game development with Rust and WebAssembly : learn how to run Rust on the web while building a game /

Write an endless runner game for the web in Rust and test, deploy, and debug your 2D game using the WebAssembly toolchain Key Features Build and deploy an endless runner game for the web from scratch through this helpful guide with key images printed in color Learn how to use Rust for web developmen...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Smith, Eric
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, Limited, 2022.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright and Credits
  • Dedication
  • Contributors
  • Table of Contents
  • Preface
  • Part 1: Getting Started with Rust, WebAssembly, and Game Development
  • Chapter 1: Hello WebAssembly
  • Technical requirements
  • What is WebAssembly?
  • A Rust project skeleton
  • Drawing to the canvas
  • The current code
  • Drawing a triangle
  • A Sierpińksi triangle
  • Summary
  • Chapter 2: Drawing Sprites
  • Technical requirements
  • A quick game design session
  • Rendering a sprite
  • Loading images
  • Canvas coordinates
  • Drawing images
  • JavaScript callbacks
  • Async Rust
  • Sprite sheets
  • Loading JSON
  • Parsing JSON
  • Drawing with our ""cookie cutter
  • Adding animation
  • Summary
  • Part 2: Writing Your Endless Runner
  • Chapter 3: Creating a Game Loop
  • Technical requirements
  • Minimal architecture
  • Good? Bad? I'm the guy with code
  • Layered architecture
  • Creating the browser module
  • Loading an image
  • Creating a game loop
  • RequestAnimationFrame
  • A game trait
  • Fixing our time step
  • Loading assets
  • Cleaner drawing
  • Integrating the game loop
  • Adding keyboard input
  • Moving Red Hat Boy
  • Summary
  • Chapter 4: Managing Animations with State Machines
  • Technical requirements
  • Introducing state machines
  • Defining a state machine
  • Implementing with types
  • Managing animation
  • Transitioning between states
  • Managing the state machine
  • Using Into for clean code
  • Integrating the state machine
  • Drawing RedHatBoy
  • Updating RHB
  • Adding the Running state
  • Transitioning to sliding
  • Transitioning to sliding and back again
  • Every little thing I think I see
  • Transitioning to jumping
  • Summary
  • Chapter 5: Collision Detection
  • Technical requirements
  • Creating a real scene
  • Adding the background
  • Adding an obstacle
  • Axis-aligned bounding boxes
  • Collision
  • Trimming the sprite sheet
  • Adding the trimmed sheet
  • Colliding with an obstacle
  • A bounding box for a stone
  • A bounding box for RedHatBoy
  • Crashing on the collision
  • Jumping onto a platform
  • Adding a platform
  • Collision from below
  • Transparency in bounding boxes
  • Summary
  • Chapter 6: Creating an Endless Runner
  • Technical requirements
  • Scrolling the background
  • Fixing RHB in x
  • An infinite background
  • Refactoring for endless running
  • f32 versus i16
  • A more useful Rect
  • Obstacle traits
  • Removing obstacles as they go off screen
  • Sharing a sprite sheet
  • Many different platforms
  • Creating a dynamic level
  • Creating one segment
  • Adding a timeline
  • Creating segments
  • Summary
  • Chapter 7: Sound Effects and Music
  • Technical requirements
  • Adding the Web Audio API to the engine
  • Playing a sound in Rust
  • Loading the sound
  • Adding audio to the engine
  • Playing sound effects
  • Refactoring RedHatBoyContext and RedHatBoy
  • Adding a sound effect
  • Playing long music
  • Summary
  • Chapter 8: Adding a UI
  • Technical requirements