[−][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. That said, you're welcome to give it a go and let me know what you think :)
Features
- XNA/MonoGame-inspired API
- Efficient 2D rendering, with draw call batching by default
- Simple input handling
- Animations/spritesheets
- TTF font rendering
- Multiple screen scaling algorithms, including pixel-perfect variants (for those chunky retro pixels)
- Deterministic game loop, à la Fix Your Timestep
Installation
To add Tetra to your project, add the following line to your Cargo.toml
file:
tetra = "0.2"
Tetra currently requires Rust 1.31 or higher.
You will also need to install the SDL2 native libraries, as described here. The 'bundled' and 'static linking' features described can be activated using the sdl2_bundled
and sdl2_static_link
Cargo features in Tetra.
Examples
To get a simple window displayed on screen, the following code can be used:
use tetra::graphics::{self, Color}; use tetra::{Context, ContextBuilder, State}; struct GameState; impl State for GameState { fn draw(&mut self, ctx: &mut Context, _dt: f64) -> tetra::Result { // Cornflour blue, as is tradition graphics::clear(ctx, Color::rgb(0.392, 0.584, 0.929)); Ok(()) } } fn main() -> tetra::Result { ContextBuilder::new("Hello, world!", 1280, 720) .build()? .run(&mut GameState) }
You can see this example in action by running cargo run --example hello_world
.
The full list of examples is available here.
Support/Feedback
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.
Re-exports
pub use glm; |
pub use crate::error::Result; |
pub use crate::error::TetraError; |
Modules
audio | Functions and types relating to audio playback. |
error | Functions and types relating to error handling. |
graphics | Functions and types used for rendering to the screen. |
input | Functions and types relating to handling user input (e.g. keyboards, mice, gamepads). |
time | Functions and types relating to measuring and manipulating time. |
window | Functions and types relating to the game window. |
Structs
Context | A struct containing all of the 'global' state within the framework. |
ContextBuilder | Creates a new |
Traits
State | 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! |