quicksilver 0.2.0

A simple game framework for 2D games in pure Rust
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quicksilver

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A 2D game framework written in pure Rust

A quick example

Create a rust project and add this line to your Cargo.toml file under [dependencies]:

quicksilver = "*"

Then replace src/main.rs with the following (the contents of quicksilver's examples/draw-geometry.rs):

// Draw some multi-colored geometry to the screen
extern crate quicksilver;

use quicksilver::{
    State, run,
    geom::{Circle, Rectangle, Transform},
    graphics::{Color, Draw, Window, WindowBuilder}
};

struct DrawGeometry;

impl State for DrawGeometry {
    fn new() -> DrawGeometry { DrawGeometry }

    fn draw(&mut self, window: &mut Window) {
        window.clear(Color::black());
        window.draw(&Draw::rectangle(Rectangle::new(100, 100, 32, 32)).with_color(Color::red()));
        window.draw(&Draw::rectangle(Rectangle::new(400, 300, 32, 32)).with_color(Color::blue()).with_transform(Transform::rotate(45)).with_z(10));
        window.draw(&Draw::circle(Circle::new(400, 300, 100)).with_color(Color::green()));
        window.present();
    }
}

fn main() {
    run::<DrawGeometry>(WindowBuilder::new("Draw Geometry", 800, 600));
}

Run this with cargo run or, if you have the wasm32 toolchain installed, you can build for the web (instructions below).

You should see a red square in the top-left, and a green circle with a blue rectangle inside it on the bottom-right.

Deploying a Quicksilver application

Deploying for desktop

If you're deploying for desktop platforms, build in release mode (cargo build --release) and copy the executable file produced (found at "target/release/") and any assets you used (image files etc) and create an archive (on Windows a zip file, on Unix a tar file). You should be able to distribute this archive with no problems; if there are problems, please open an issue.

Deploying for the web

If you're deploying for the web, first make sure you've installed the wasm toolchain then build the wasm file (cargo +nightly build --target wasm32-unknown-unknown --release). Copy the .wasm file produced (found at "target/wasm32-unknown-unknown/release"), any assets you used, and the "index.html" and "docs/bridge.js" files from quicksilver. Put these all in the same folder, and rename the .wasm file to "wasm.wasm."

If you want to test your application locally, you'll need to run an http server. If you don't have a webserver installed, run cargo install basic-http-server, which may take a while. Once the installation is finished, run basic-http-server in the folder with your "index.html". Copy what basic-http-server output as the "addr" field (usually something like "http://127.0.0.1:4000") into your browser's address bar. This should be your application, running in a browser! To actually put your application online, you can use free hosting like Github Pages to make your application publicly accessible.

Optional Features

Quicksilver by default tries to provide all features a 2D application may need, but not all applications need these features. The optional features available are collision support (via ncollide2d), font support (via rusttype), gamepad support (via gilrs), saving (via serde_json), and sounds (via rodio).

Each are enabled by default, but you can specify which features you actually want to use.

Supported Platforms

The engine is supported on Windows, macOS, (somewhat) Linux, and the web via WebAssembly. Linux is supported inasmuch as the libraries used for graphics (glutin, gl) and sound (rodio) work correctly, but no extra attempts to support exotic setups will be made. The web is only supported via the wasm32-unknown-unknown Rust target, not through emscripten. It might work with emscripten but this is not an ongoing guarantee.

It has not been tested extensively on desktop platforms other than x86, but there is no reason it should fail to work. If the dependencies and the Rust compiler support a platform, quicksilver should as well.

There are no plans to support mobile / touch-primary platforms, as the paradigms are completely different. UI elements must be created differently, input is one or two points of contact rather than primarily through a keyboard, etc.

There is one exception: macOS does not currently support gamepads, see gilrs-core issue #1

What's included?

  • 2D geometry: Vectors, Transformation matrices, Rectangles, Circles, and a generic Shape abstraction
  • Keyboard and 3-button mouse support
  • Viewport projection of the mouse to the world space automatically
  • OpenGL hardware-accelerated graphics
  • A variety of image formats
  • Multi-play sound clips
  • A looping music player
  • Asynchronous asset loading
  • Unified codebase across desktop and the web
  • Collision support (via ncollide2d),
  • TTF font support (via rusttype),
  • Gamepad support (via gilrs),
  • Saving on web and desktop (via serde_json),

Comparison with ggez

Quicksilver GGEZ
2D only game development framework 2D focused game development framework
Targets native and web Targets native, plans to target mobile and web
Built on OpenGL and WebGL Built on gfx-rs
Automatic batched drawing Opt-in batched drawing
Sound playback through rodio Sound playback through rodio
Font rendering with rusttype Font rendering with rusttype
Polling-based and event-based input handling Event / callback based input handling
No custom shader support Custom shader support
Pure rust Dependency on SDL2, with plans to transition to glutin
Configurable feature flags Most features have no flags

Compiler versions

The desktop targets should always compile and run on the latest stable rust. Currently the web target is limited to nightly rust, because the WASM target that does not require emscripten is limited to nightly.