Crate tetra[−][src]
Expand description
Tetra is a simple 2D game framework written in Rust. It uses SDL2 for event handling and OpenGL 3.2+ for rendering.
Features
- XNA/MonoGame-inspired API
- Efficient 2D rendering, with draw call batching by default
- Easy input handling, via polling or events, with support for gamepads
- Deterministic game loop by default, à la Fix Your Timestep
- Common building blocks built-in, such as:
- Font rendering
- Cameras
- Screen scaling
Installation
To add Tetra to your project, add the following line to your Cargo.toml
file:
tetra = "0.6"
You will also need to install the SDL2 native libraries - full details are provided in the documentation.
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) -> tetra::Result { // Cornflower 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(|_| Ok(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
Tetra is fairly early in development, so you might run into bugs/flaky docs/general weirdness. Please feel free to open an issue/PR if you find something! You can also contact me via Twitter or the Rust Game Development Discord.
Re-exports
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 relating to rendering. |
input | Functions and types relating to handling the player’s input. |
math | Functions and types relating to vector math (provided by the |
time | Functions and types relating to measuring and manipulating time. |
window | Functions and types relating to the game window, and the environment it is running in. |
Structs
Context | A struct containing all of the ‘global’ state within the framework. |
ContextBuilder | Settings that can be configured when starting up a game. |
Enums
Event | Events that can occur while the game is running. |
Traits
State | Implemented by types that contain game state and provide logic for updating it and drawing it to the screen. |