Crate simple_game_engine[−][src]
A minimal game engine that’s really easy to get started with.
This project aims to create a minimal, yet usable, game engine. It is heavily inspired by the Pixel Game Engine, with the goal of creating something that abstracts away the complexities of creating graphical, interactive apps and games. Right now, it’s a thin wrapper around SDL2 (using the sdl2 crate) for visuals.
Features
- Very simple to use: Just implement the
Application
trait on a type of your choice, then pass an instance of this type toEngine::new
. - Powerful: Anything you can do with sdl2 from Rust, you can do with this library, and we provide thin abstractions over some of the more convoluted sdl2 interfaces.
- Built-in text rendering: No need to find a TTF font and distribute it with your application, just call the [
Canvas::draw_text
][canvas::Canvas::draw_text] method. (see below)
Caveats With Text Rendering
This crate uses the GNU Unifont for built-in text rendering. As such, if you wish to use this feature, you must distribute your project under the GPL. As this is not desirable for many projects, this feature is only enabled if this crate is built with the “unifont” cargo feature.
[dependencies.simple-game-engine]
version = "0.8.1"
features = ["unifont"]
If you’d like to render text without using this font, consider checking out the SDL2 TTF module.
Example
The simplest SGE program looks like this:
use simple_game_engine::{self as sge, prelude::*}; use std::error::Error; struct App {} impl sge::Application for App { fn on_create( &mut self, canvas: &mut WindowCanvas, input: &InputState, ) -> sge::ApplicationResult { // Do one-time initialisation here Ok(true) // `true` indicates to continue running the application } fn on_update( &mut self, canvas: &mut WindowCanvas, input: &InputState, elapsed_time: f64, ) -> sge::ApplicationResult { // Handle user input, update the canvas, and perform any other tasks to be ran on each frame Ok(true) // `true` indicates to continue running the application } } fn main() -> Result<(), Box<dyn Error>> { let mut app = App {}; let mut engine = sge::Engine::new( &mut app, // Application instance "Test App", // Window title 640, // Window width 480, // Window height )?; engine.start(true) // `true` starts the app with vsync enabled }
on_create
and on_update
are optional, but their default implementation does nothing, so
you’ll probably want to define some logic for at least on_update
, which is called for every
frame.
Re-exports
pub use canvas::WindowCanvas; |
Modules
canvas | Provides the |
input | Data structures for inspecting user input. |
prelude | Commonly used types. |
Structs
Color | |
Engine | The main game engine, which manages the display and input. |
Point | Immutable point type, consisting of x and y. |
Rect | A (non-empty) rectangle. |
Traits
Application | An application using this framework. |
Type Definitions
ApplicationResult | The return type of |