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§
- Actor
Data - The data contained in an actor
Enums§
- View
Action - Actions that the view would want the event loop to do
Traits§
Type Aliases§
- Message
Handler - Handler for a view to deal with actor messages