2 releases
Uses old Rust 2015
0.1.1 | Feb 20, 2023 |
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0.1.0 | Feb 20, 2023 |
#494 in Graphics APIs
495KB
14K
SLoC
Pikuseru Console
Pikuseru Console (previously known as PX8 or Unicorn Console) is a fantasy engine that let you do quickly any sort of game, application with a default resolution of 128x128 pixels, 32bits color. The console allow you to load what is called a 'cartridge' that looks like a text file, that contains the code, the graphics and the sounds.
The main engine is not dependant of a specific graphic library so you can use it where you want:
- pikuseru: Main core engine
- pikuseru-console: Launcher for all cartridge, based on EGUI + Pixels
- pikuseru-editor: Editor of the cartridge (graphics, sound, code), based on EGUI
- pikuseru-rs: Wasm binding crate
- pikuseru-examples: a non exhausitve list of Pikuseru cartrdige for testing
Features
- Display: 128x128 pixels by default, 8 bits colors with available list of predefined palettes (16 colors) (pico-8, commodore, atari2600 etc)
- 32 bits color could be added directly via the API, with alpha channel (for transparency)
- Font: predefined list of fonts (pico8, bbc, trollmini, etc)
- Sprites: Single bank of 128 8x8 sprites that is directly in the cartridge
- Dynamic sprites: create sprites dynamically with the API
- Map: 128x32 8-bit cells
- Code: No limit size in the cartridge, and support of the following languages: Lua (optional), Python (optional), Rhai (default), WASM (default)
- Sound: 8 channels, tracker, FM synthetizer, 16-bit Wavetables (from GamerCade console)
- Screenshot / Gif Recording (image feature)
Examples
See the console for more examples.
Limitations
The console is somewhat compatible with pico-8 (buy it !), most of current functions from pico8 is implemented and the cartridge is the same format. However some pico8/lua language syntax is supported like:
- compound assignment operators (+=, -=, etc)
- "!=" like "~="
- binary literals
But see the pikuseru-examples, I did some modifications of good games to use it with Pikuseru too.
Build
Cargo feature:
- cpython: enable python support
- rlua: enable lua support
You can build the console directly the main UI to play games:
cd pikuseru
cargo build --release --features=cpython,rlua,image
File format
File format | Read | Write |
---|---|---|
Pico8 .PNG | X | / |
Pico8 .P8 | X | X |
Pikuseru (.PIK) | X | X |
Pikuseru file format is exactly the same as PICO8 P8 format, except that new sections are available, like python, rhai, wasm, code etc.
Create
API
The API is available for Lua/Python.
Graphics
camera
camera([x, y])
Set the camera position.
- x/y are the coordinates to set the camera, and they could be optional (in this case, 0/0 will be used)
circ
circ(x, y, r, [col])
Draw a circle:
- x/y are the coordinates
- r is the radius of the circle
- col is the color of the circle
circfill
circfill(x, y, r, [col])
Draw a filled circle:
- x/y are the coordinates
- r is the radius of the circle
- col is the color of the circle
clip
clip([x, y, w, h])
Set a screen clipping region where:
- x/y are the coordinate
- w is the width
- h is the height
cls
Clear the screen.
color
color(col)
set default color
ellipse
ellipse(x, y, rx, ry, [col])
Draw an ellipse
ellipsefill
ellipsefill(x, y, rx, ry, [col])
draw filled ellipse
fget
fget(n, [f])
get values of sprite flags
font
font(name)
Change the font policy ("pico8", "bbc", "cbmII", "appleII")
fset
fset(n, [f], v)
set values of sprite flags
line
line(x0, y0, x1, y1, [col])
draw line
pal
pal(c0, c1)
Switch the color c0 to color c1.
palt
palt(col, t)
Set the transparency for color 'col', where 't' is a boolean
pget
pget(x, y)
Get the pixel color in x/y coordinate
print (str, [x, y, [col]])
Display a string on the screen
pset
pset(x, y, col)
Set the pixel color with the value 'col' in x/y coordinate
rect
rect(x0, y0, x1, y1, [col])
draw a rectangle
rectfill
rectfill(x0, y0, x1, y1, [col])
draw filled rectangle
sget
sget(x, y)
get spritesheet pixel colour
spr
spr(n, x, y, [w, h], [flip_x], [flip_y])
Draw a sprite:
- n is the sprite number
- x/y are the coordinate
- w and h specify how many sprites wide to blit and are 1/1 values by default
- flip_x to flip horizontally the sprite
- flip_y to flip vertically the sprite
Color 0 will be transparent by default (see "palt" API).
sset
sset(x, y, [col])
set spritesheet pixel colour
sspr
sspr(sx, sy, sw, sh, dx, dy, [dw, dh], [flip_x], [flip_y])
draw texture from spritesheet
trigon
trigon(x1, y1, x2, y2, x3, y3, [col])
draw trigon
Keyboard Input
btn([i, [p]])
get button i state for player p
btnp([i, [p]])
only true when the button was not pressed the last frame; repeats every 4 frames after button held for 15 frames
Map
map
map(cel_x, cel_y, sx, sy, cel_w, cel_h, [layer])
[Python: spr_map]
Draw map; layers from flags; sprite 0 is empty
mget
mget(x, y)
Get a map value
mset
mset(x, y, v)
Set a map value
Math
Memory [WIP]
Mouse input [WIP]
Palettes [WIP]
Cart Data [WIP]
Dependencies
~28–44MB
~737K SLoC