Crate mold2d

Crate mold2d 

Source
Expand description

The core 2D game engine built from scratch using SDL for graphics and windowing

What the engine does (or should do): Abstracts the event loop Reads keyboard mappings from files Handles keyboard inputs based on the mapping Handles sprite and view rendering Includes a renderer interface to render sprites and backgrounds Uses a grid based map system with scrolling support Loads level maps from text files A point system A main menu rendering system

Notes: The coordinate system is so that up is a negative change in the y axis, down is a positive change in the y axis, left is a negative change in the x axis, and right is a positive change in the x axis.

Re-exports§

pub use actor_manager::ActorFromToken;
pub use actor_manager::ActorManager;
pub use collision::BoundingBox;
pub use collision::Collision;
pub use collision::CollisionSide;
pub use context::Context;
pub use context::Window;
pub use events::Events;
pub use quadtree::Quadtree;
pub use raycast::Polygon;
pub use raycast::Segment;
pub use score::Score;
pub use sprite::AnimatedSprite;
pub use sprite::Animations;
pub use sprite::Direction;
pub use sprite::Renderable;
pub use sprite::Sprite;
pub use sprite::Spritesheet;
pub use sprite::SpritesheetConfig;
pub use sprite::SpriteRectangle;
pub use vector::PositionChange;
pub use vector::Vector2D;
pub use viewport::Viewport;

Modules§

actor_manager
block
cache
collision
context
event_loop
events
font
level
quadtree
raycast
score
sprite
vector
viewport

Macros§

block
Macro for easily creating block classes

Structs§

ActorData
The data contained in an actor

Enums§

ViewAction
Actions that the view would want the event loop to do

Traits§

Actor
A game object that supports sending and receiving messages
View

Type Aliases§

MessageHandler
Handler for a view to deal with actor messages