Expand description
A library for building collectible card and gacha games.
§Architecture
Akashi uses an Entity-Component-System architecture (though at the moment only Entities and Components are really implemented).
Players and cards, within the Akashi framework, are entities: they aren’t much more than a unique ID. Functionality is added by attaching various components to entities. For example, inventories can be represented as components that are attached to players, while card images and text can be represented as components attached to cards.
Modules§
- card
- A representation of an in-game card.
- components
- Implementations of basic components for use in games.
- ecs
- Akashi’s Entity-Component-System architecture.
- local_
storage - Storage systems that work entirely in-memory, for testing and prototyping use.
- player
- A representation of a game player.
- snowflake
- Unique 64-bit IDs.
Structs§
- Card
- Represents a tradable card.
- Entity
Manager - Manages creating, storing, and loading
Entities
. - Player
- Represents a player / user.
- Snowflake
- This type is used to represent unique IDs across Akashi.
- Snowflake
Generator - Generates
Snowflake
IDs.
Traits§
- Component
- Represents a Component within Akashi’s Entity-Component-System architecture.
- Component
Backend - This trait is used to mark backing storage objects for
Components
. - Entity
- Represents an Entity within Akashi’s Entity-Component-System architecture.
- Entity
Backend - This trait is used to mark backing storage objects for
Entities
.