8 releases
0.1.7 | Apr 27, 2022 |
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0.1.6 | Apr 27, 2022 |
#595 in Development tools
635KB
16K
SLoC
Craydate
This crate and its related crates together provide a safe Rust API for the Playdate hand held gaming system. It is built on the Playdate C Api.
The name is crustacean pun, with our dear friends the crayfishes.
Requirements
Using these crates requires the Playdate SDK, which has its own
license. Install the SDK and add an environment variable
named PLAYDATE_SDK_PATH
that points to the directory where you installed it, such as
PLAYDATE_SDK_PATH=C:\playdate
.
This crate uses unstable features in order to provide a #![no_std]
application to run on the
Playdate simulator and hardware device. Thus it requires use of the Rust nightly
compiler.
Getting Started
Building a #![no_std]
application that is compiled for the Playdate simulator requires a bit
of extra Cargo setup, which we try to make easy for you. The dependency structure of your
project will look like this:
- your-game-project**
├── [dependencies] your-game** (`#![no_std]` crate)
| ├── [dependencies] craydate (`#![no_std]` crate)
| └── [dependencies] euclid (with `default-features = false` and `features = ["libm"]`)
└── [build-dependencies] craydate-build
** = is specific to your game and provided by the game developer.
Note that your game's crate must include the #![no_std]
directive in its crate root in order
to build for the Playdate device.
The euclid
crate is used in the craydate public Apis, which is why you will need it. The
features listed above are specified to make the crate compatible with a #![no_std]
application.
If you choose not to use the root project crate talked about below, then you do not need the
craydate-build in [build-dependencies]
, but will
be responsible to build the pdx image and install it yourself.
The root project crate
We provide an template of a root project crate at craydate-project, which will act as the coordination point to build your game for the Playdate simulator and the Playdate device. To use it, please rename and customize it for your game.
To start using it, download the latest release, unzip it and edit it as follows. See below for more details.
- Ensure your
PLAYDATE_SDK_PATH
environment variable is set to the location of the Playdate SDK. - In the
Cargo.toml
file, change thename
to include your game's name, such asfoo-project
for the game cratefoo
. - In the
Cargo.toml
file, change thegame
dependency'spackage
andpath
to point to your game's crate. - In the
Cargo.toml
file, if you want to use it, change thegame-assets
dependency'spackage
andpath
to point to your game's asset-generating crate (when you have one, you can leave it commented out with a#
for now). - If you have a
game-assets
dependency for generating assets, uncomment and fix the call to it fromsrc/bin/make_pdx.rs
(when you have one, you can ignore this for now). - If you have a
game-assets
dependency for generating assets, uncomment "game-assets" in thebins
feature (when you have one, you can ignore this for now). It would look likebins = ["craydate-build", game-assets"]
.
Development Workflow
To build your game for the Playdate simulator, simply build your customized root project
your-game-project
crate with the Cargo --lib
flag, which will build your game as a
dependency.
After building the game, the root project crate (if based on
craydate-project) includes 2 binaries to help you
get it onto the Playdate simulator or a hardware device. Build them by building your root
project your-game-project
crate with the Cargo --bins
flag. The binaries are:
- make_pdx
- run_simulator
make_pdx
Combines your built game, along with any asset files into a pdx image for the device or simulator.
The your-game-assets
dependency seen above is an optional place to construct and collect
assets for your game that will be included by make_pdx when building the game's pdx image.
To do so, edit the make_pdx.rs
file to call your-game-assets
. Assets should be collected
into env!("PDX_SOURCE_DIR")
. For example:
your_game_assets::generate_assets(env!("PDX_SOURCE_DIR"))?;
The make_pdx binary would then include those assets into your game's pdx image.
run_simulator
Runs the Playdate simulator, loading the pdx image generated by make_pdx.
VSCode
We provide configurations for VSCode in the template root project
craydate-project to build and use the make_pdx and
run_simulator binaries correctly. The .vscode/settings.json
file configures these tasks. You
should not need to change the configuration unless you move the .vscode directory out of the
root project crate.
- The
"projectRootCrate"
variable should point to the root project crate. By default, since the.vscode
directory is inside that crate, it is"."
. - The
"rust-analyzer.linkedProjects"
variable should point to the root project crate'sCargo.toml
file. By default it is"./Cargo.toml"
.
When running the simulator with this task, VSCode will capture the stdout
and stderr
output
of the game and write it to a file called stdout.txt
in the project's root directory.
Panics
The Cargo.toml
for the root project crate must also set panic = "abort"
. This is included in
the template root project craydate-project crate:
[profile.dev]
panic = "abort"
[profile.release]
panic = "abort"
Otherwise you will get a compilation error:
error: language item required, but not found: `eh_personality`
|
= note: this can occur when a binary crate with `#![no_std]` is compiled for a target where `eh_personality` is defined in the standard library
Your first game
Your game's crate must include a function that will be called after the Playdate system initializes. This function should contain your game's main game loop. It's simplest form would look like:
#[craydate::main]
async fn main(api: craydate::Api) -> ! {
let events = api.system.system_event_watcher();
loop {
match events.next().await {
craydate::SystemEvent::NextFrame { inputs, .. } => {
// Read inputs, update game state and draw.
}
_ => (),
}
}
}
Then, handle the various events that can be returned from next()
. In particular, handle input,
update game state, and draw to the screen when the SystemEvent::NextFrame
event happens. You
can access the Playdate device through the craydate::Api
parameter to main()
.
Logging to the Playdate simulator's console, for debugging, is possible through the
craydate::log()
and craydate::log_error()
functions.
Platforms
Currently the craydate project only supports development for the Windows simulator. We will expand support to the Playdate hardware device once we get access to one. Simulators on other platforms (e.g. Mac) are possible, and would only need changes to the root project crate.
- The "osx.craydateHostTarget" setting may need to change if you're working on an ARM-based mac.
- The "linux.craydateHostTarget" setting hasn't been tested to see if it's correct.
- A MacOSX simulator build has not been tested and may not link.
- A Linux simulator build has not been tested and may not link.
- There's no VSCode task to install the pdx on a Playdate device yet.
- The build for a Playdate device has not been tested yet and may not load at all.
License
This project is licensed under either of
- Apache License, Version 2.0, (LICENSE-APACHE or https://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or https://opensource.org/licenses/MIT)
at your option.
Contribution
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in Craydate by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
Dependencies
~2.5MB
~60K SLoC