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Module guide

Module guide 

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§Guide

A tour of the whole API on one page: the game loop, Context, drawing, input, audio, configuration, features, assets and shipping to the browser. The same text ships in every project generated from the jam templates, as its CLAUDE.md.

This module has no items; it exists for its documentation.

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use game_toolkit::prelude::*;

§The game loop

Implement the Game trait and hand it to run. Only init / update / render are required:

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struct MyGame { /* your state */ }

impl Game for MyGame {
    fn init(ctx: &mut Context) -> Result<Self> { Ok(Self { /* ... */ }) }
    fn update(&mut self, ctx: &mut Context, dt: f32) { /* input + simulation, dt in seconds */ }
    fn render(&mut self, ctx: &mut Context, frame: &mut Frame) { /* draw */ }

    // Optional hooks (default no-ops):
    fn event(&mut self, ctx: &mut Context, e: &GameEvent) {}        // Resized / FocusChanged / CloseRequested
    fn raw_window_event(&mut self, ctx: &mut Context, e: &winit::event::WindowEvent) -> bool { false } // return true = consumed (egui)
    fn shutdown(&mut self, ctx: &mut Context) {}
}

There is no fixed_update: set AppConfig::fixed_timestep instead and update is called with a fixed dt (zero, one or several times per frame); leave it None for variable dt. render runs once per frame either way; with a fixed step, ctx.time.alpha (0.0..1.0) is how far the frame is into the next step, for interpolating positions. dt is capped at AppConfig::max_frame_time (250 ms), so a long frame or time in the background slows the game down for one frame instead of fast-forwarding it. With a sillyecs world, leave fixed_timestep at None: the world runs its own fixed phases (see the game-toolkit-ecs docs).

§Context

ctx carries the whole runtime. Fields:

FieldTypeUse
ctx.gfxGraphicsrenderer: textures, meshes, cameras, screenshots, size()
ctx.inputInputkeyboard / mouse / gamepad
ctx.audioOption<Audio>sound - None when no device (runs muted); guard with if let Some(a) = &mut ctx.audio
ctx.assetsAssetsasset bytes (read), path resolution, hot-reload watcher
ctx.timeTimeelapsed, delta (Duration), frame: u64, fps: f32, alpha: f32 (fixed-step interpolation)
ctx.rngRngdeterministic xorshift64* RNG: next_f32(), range_u32(a..b), range_usize(a..b), reseed(seed)
ctx.windowArc<Window>the winit window
ctx.quit()request shutdown
ctx.load_texture(p)Result<TextureId>PNG from the asset root (native + web, hot-reloadable natively)
ctx.load_sound(p)Result<Option<SoundId>>wav/ogg/flac/mp3 from the asset root; Ok(None) when muted

§Drawing: the Painter

In render, get a Painter for the frame, then issue draw calls. The painter flushes on drop. All positions are pixels (top-left origin). Colors are impl Into<Color>: a Color (Color::WHITE, Color::hex(0xff8800), Color::rgb8(..), .with_alpha(0.5), .lerp(..)) or an [r, g, b, a] array in 0.0..=1.0. Layers are impl Into<Layer>: a bare integer or a named const HUD: Layer = Layer(3);.

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let mut p = frame.painter(&mut ctx.gfx);
p.clear([0.07, 0.08, 0.11, 1.0]);
p.rect(pos, size, color);                 // also rect_outline(pos, size, thickness, color)
p.circle(center, radius, color);          // also circle_outline(center, radius, thickness, color)
p.line(a, b, thickness, color);
p.quad([a, b, c, d], color, layer);       // filled convex quad; also polygon(&points, color, layer)
p.triangles(&verts, &indices, color, layer); // raw filled triangle list
// gradients: quad_colored(points, [c0, c1, c2, c3], layer), polygon_colored, triangles_colored
// blend modes: quad_ex / polygon_ex / triangles_ex(..., layer, BlendMode::Additive)
// textured, perspective-correct (road segments, mode-7 floors). UVs past 0..1 clamp, or
// tile after ctx.gfx.set_texture_wrap(tex, TextureWrap::Repeat) (keep atlases on Clamp):
p.quad_textured(tex, [a, b, c, d], [[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0]], color, layer, BlendMode::Alpha);
p.text(pos, "hi", 24.0, color);           // unlayered: on top of everything
p.text_ex(pos, "hi", 24.0, color, layer); // layered: covered by higher layers (pause overlay)
let [w, h] = p.measure_text("hi", 24.0);  // also ctx.gfx.measure_text, outside render
p.sprite(tex, pos, size);                 // tex: TextureId from ctx.load_texture(...)
p.sprite_region(tex, src_pos, src_size, pos, size); // pixel rect of an atlas
p.mesh(mesh, model, color);               // 3D, depth-tested under all 2D content

Builders for draws with several options; each queues its draw when dropped, at the end of the statement:

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p.draw_sprite(tex, pos, size).region(src_pos, src_size).layer(CARS).flip_x_if(facing_left);
p.draw_rect(pos, size).color(Color::BLACK.with_alpha(0.6)).layer(Layer::TOP); // .outline(2.0)
p.draw_text([w / 2.0, 20.0], "PAUSED").size(48.0).align(Align::Center).layer(HUD);

Sprite builder: region (pixels), uv, color, rotation, flip_x / flip_y / flip_x_if(bool), layer, blend. Text builder: size (default 16), color, align (Left / Center / Right, around pos.x), layer (default: unlayered).

Lower-level variants take an explicit layer: sprite_ex(tex, SpriteInstance, layer, BlendMode), rect_ex(pos, size, color, layer, BlendMode) (also rect_outline_ex, line_ex), circle_ex(center, radius, thickness, color, layer). Also visible_rect(). With the vector feature: p.vector(|scene| { /* vello::Scene */ }).

Draw order: lower layers draw under higher ones. Within one layer, call order holds only for draws with the same blend mode and texture, and untextured shapes (rect, line) sort under textured sprites. Filled shapes (quad*, polygon*, triangles*) draw above a layer’s sprites and rects and below its circles, grouped by blend mode and texture like sprites; plain alpha-blended shapes on one layer keep call order. Layered text (text_ex, or draw_text with .layer) draws last within its layer; p.text draws above every layer. To draw a HUD rect over a sprite scene, give it a higher layer with rect_ex instead of relying on call order. Text positions are screen pixels: text doesn’t follow the 2D camera.

Atlas sprites with a layer or mirroring: p.draw_sprite(..).region(..) above, or SpriteInstance::at(pos, size).with_pixel_region(src_pos, src_size).flip_x() into sprite_ex (the painter looks the texture size up). flip_x / flip_y work on any UV range.

§Input

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ctx.input.key_pressed(Key::Space)   // also key_held / key_released
ctx.input.mouse_pressed(MouseButton::Left) // mouse_held / mouse_released / mouse_pos() / mouse_delta() / scroll()
if let Some(pad) = ctx.input.first_gamepad() {
    let id = pad.id();
    let move_x = pad.axis(Axis::LeftStickX);   // -1.0..=1.0, feed into movement
    if pad.button_held(Button::South) {        // also button_pressed / button_released
        ctx.input.set_rumble(id, 0.6, 200);    // magnitude, duration_ms
    }
}

§Audio (Option)

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// In init: load once. `None` = no audio device, the game runs muted.
let boom: Option<SoundId> = ctx.load_sound("boom.wav")?;
let music: Option<SoundId> = ctx.load_sound("music.ogg")?;

// Later: one-shot effect.
if let (Some(audio), Some(id)) = (&mut ctx.audio, boom) {
    let _ = audio.play(id); // -> Result<SoundHandle, AudioError>
}

// Music, e.g. in init: loop at 30% volume. `deferred` queues it until audio may start (web).
if let (Some(audio), Some(id)) = (&mut ctx.audio, music) {
    let handle = audio.play_with(id, PlayOptions::looped().volume(0.3).deferred())?;
    handle.set_volume(0.5); // linear; also set_volume_db, fade_volume(v, Duration)
    handle.pause();         // resume, stop, is_playing, is_paused, is_finished
}

Keep the SoundHandle to control the sound later; dropping it lets the sound play out. play_samples / play_samples_with take mono PCM (e.g. from Synth). The prelude re-exports kira for anything else (handle.with_kira(|h| ...)); don’t add your own kira dependency.

In the browser, audio starts on the player’s first key press / click / touch (a browser rule); before that play fails with AudioError::NotStarted (check audio.is_started()), so don’t ? it in update - log or ignore it, or use PlayOptions::deferred for music.

§Randomness

ctx.rng is a deterministic xorshift64* generator: the same AppConfig::random_seed reproduces the same run, which is handy for debugging and replays.

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let r = ctx.rng.next_f32();                  // [0.0, 1.0)
let face = ctx.rng.range_u32(1..7);          // 1..=6
let i = ctx.rng.range_usize(0..items.len()); // panics if the range is empty
ctx.rng.reseed(42);                          // restart the stream

Not cryptographically secure - gameplay use only (procedural generation, jitter, AI variation).

§Graphics essentials

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let (w, h) = ctx.gfx.size();
let tex = ctx.load_texture("player.png")?;            // -> TextureId (relative to asset_root)
let mesh = ctx.gfx.create_mesh(&vertices, &indices);  // &[MeshVertex], &[u16] -> MeshId
ctx.gfx.camera3d.eye = [2.5, 2.0, 3.5];               // perspective Camera3D (3D path)
ctx.gfx.request_screenshot("shot.png");               // saves the next presented frame (native only)
// ctx.gfx.camera is the 2D Camera2D.

§AppConfig (in main)

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fn main() -> Result<()> {
    #[cfg(not(target_arch = "wasm32"))]
    env_logger::init();
    run::<MyGame>(AppConfig {
        title: "my-jam".into(),
        width: 1280,
        height: 720,
        // The crate's assets/ natively (so `cargo run` works from any directory),
        // "assets" next to index.html on the web:
        asset_root: asset_root!(),
        canvas_id: Some("game".into()), // web: render into index.html's <canvas id="game">
        ..Default::default()
    })
}

All fields: title, width, height, vsync (default true), fixed_timestep: Option<Duration> (default None), max_frame_time: Duration (default 250 ms; caps dt), asset_root (default ./assets), web_preload: Option<Vec<String>> (web: files to fetch instead of assets/manifest.txt), canvas_id: Option<String> (web: existing canvas; None appends one), random_seed: u64 (seeds ctx.rng; default is a fixed nonzero constant, so runs are reproducible until you change it), depth_format: Option<wgpu::TextureFormat> (default None; set Some(wgpu::TextureFormat::Depth32Float) for 3D), msaa_samples (default 1; 4 for anti-aliasing).

§Features

All optional features and what they add to the prelude:

FeatureAddsFor
uiUi, eguiegui debug overlays
asepriteSpriteSheet, AnimationPlayer, Animation, Direction, FrameRect, LoadAseprite (ctx.load_aseprite(p))load .aseprite / exported sheets + play tagged animations
ecsChannelQueue, Vec2 (sillyecs glue)archetype ECS
synthSynth, synthiechiptune / procedural audio
vectorvellohigh-quality 2D vector graphics (WebGPU only: skipped on WebGL2)

Enable in Cargo.toml: game-toolkit = { ..., features = ["ui", "aseprite"] }.

§Fast dev builds

Unoptimized dependencies make debug builds of a game slow enough to be unplayable (audio decoding, image decoding, thousands of sprites per frame). Optimize just the dependencies, so your own code still compiles fast and debugs well. The jam templates ship this in Cargo.toml:

[profile.dev.package."*"]
opt-level = 3

§Assets

Put art / audio / fonts under assets/. They load relative to AppConfig::asset_root; use the ctx.load_* helpers (or ctx.assets.read(p) for raw bytes) so the same code works on the web. Natively, ctx.assets.watch() + ctx.assets.drain_changes() hot-reload changed files, and ctx.gfx.refresh_textures(paths) re-uploads textures loaded with ctx.load_texture live.

§Shipping to the browser

The same code builds for the web (wasm32, WebGPU with a WebGL2 fallback) via trunk: rustup target add wasm32-unknown-unknown, cargo install trunk --locked, then task web (dev server) or PROFILE=release task web:build in a jam-template project, or trunk serve / trunk build --release directly (zip dist/ and upload it to itch.io as an HTML game).

What’s different on the web:

  • Assets are preloaded. Before init, the toolkit fetches every file listed in assets/manifest.txt; task web / task web:build regenerate it (task assets:manifest). A file missing from the manifest fails to load at runtime. Native debug builds warn (asset ... is not listed in .../manifest.txt) when the game loads a file the manifest doesn’t list, so watch the log after adding assets.
  • No filesystem paths. Load through ctx.load_texture / ctx.load_sound / ctx.load_aseprite / ctx.assets.read, not std::fs or the path-taking ctx.gfx.load_texture (native only).
  • Audio after the first gesture, gamepads after the first button press (browser rules).
  • Not available: hot-reload (watch is a no-op), request_screenshot, ctx.quit() just stops the loop. std::time::Instant::now() panics in wasm - use ctx.time.
  • Logs and panics go to the browser console.

§Upstream examples

Browse the game-toolkit repo examples/ for runnable references: 01_window, 02_sprite, 03_primitives, 04_text, 05_tilemap, 06_egui, 07_3d, 07_audio, 08_hot_reload, 09_aseprite, 10_gamepad, 11_ecs, 12_vector, 13_web (runs natively and in the browser), bouncing_ball.