[][src]Crate tetra

Tetra is a simple 2D game framework written in Rust. It uses SDL2 for event handling and OpenGL 3.2+ for rendering.

Note that Tetra is still extremely early in development! It may/will have bugs and missing features (the big ones currently being sound and gamepad support). That said, you're welcome to give it a go and let me know what you think :)


  • XNA/MonoGame-inspired API
  • Efficient 2D rendering, with draw call batching by default
  • Animations/spritesheets
  • Pixel-perfect screen scaling
  • Deterministic game loop, à la Fix Your Timestep.


To add Tetra to your project, add the following line to your Cargo.toml file:

tetra = "0.1"

You will also need to install the SDL2 native libraries, as described here.


To get a simple window displayed on screen, the following code can be used:

extern crate tetra;

use tetra::graphics::{self, Color};
use tetra::{Context, ContextBuilder, State};

struct GameState;

impl State for GameState {
    fn update(&mut self, _ctx: &mut Context) {}

    fn draw(&mut self, ctx: &mut Context, _dt: f64) {
        // Cornflour blue, as is tradition
        graphics::clear(ctx, Color::rgb(0.392, 0.584, 0.929));

fn main() -> tetra::Result {
    let ctx = &mut ContextBuilder::new()
        .title("Hello, world!")

    let state = &mut GameState;

    tetra::run(ctx, state)

You can see this example in action by running cargo run --example hello_world.

The full list of examples available are:

  • hello_world - Opens a window and clears it with a solid color.
  • texture - Loads and displays a texture.
  • animation - Displays an animation, made up of regions from a texture.
  • text - Displays text using a TTF font.
  • nineslice - Slices a texture into nine segments to display a dialog box.
  • keyboard - Moves a texture around based on keyboard input.
  • mouse - Moves a texture around based on mouse input.
  • tetras - A full example game (which is entirely legally distinct from a certain other block-based puzzle game cough).


As mentioned above, Tetra is fairly early in development, so there's likely to be bugs/flaky docs/general weirdness. Please feel free to leave an issue/PR if you find something!

You can also contact me via Twitter, or find me lurking in the #gamedev channel on the Rust Community Discord.


pub extern crate nalgebra_glm as glm;
pub use error::Result;
pub use error::TetraError;



Functions and types relating to error handling.


Functions and types used for rendering to the screen.


Functions and types relating to handling user input (e.g. keyboards, mice, gamepads).


Functions and types relating to measuring time.



A struct containing all of the 'global' state within the framework.


Creates a new Context based on the provided options.



A trait representing a type that contains game state and provides logic for updating it and drawing it to the screen. This is where you'll write your game logic!



Quits the game, if it is currently running.


Runs the game.


Sets the update tick rate of the application, in ticks per second.