25 releases (8 breaking)
0.9.0-alpha.6 | Apr 8, 2024 |
---|---|
0.9.0-alpha.4 | Mar 29, 2024 |
0.8.1 | Apr 25, 2024 |
0.4.3 | Dec 23, 2023 |
0.4.1 | Nov 26, 2023 |
#324 in Game dev
27 downloads per month
Used in blit
170KB
2.5K
SLoC
pixel-game-lib
Documentation
AGPL licensed and opinionated game engine for 2D pixel-art games.
Features
- Pixel-perfect pixel art rendering with built-in rotsprite rotation shader.
- Window creation with independent update and render game loop.
- Hot-reloadable assets, seeing your assets update live in the game when you save them is a great boost in productivity for quickly iterating on ideas.
- Single-binary, all assets should be embedded in the binary when deploying.
- Simple bitmap font drawing.
- Dialogue scripting system.
- Audio playback.
- In game CPU & memory profiler GUI.
Goals
- Ergonomic API with a focus on quickly creating small games, especially for game jams.
- Reasonable performance, drawing thousands of animated sprites at the same time shouldn't be a problem.
- Proper web support, it should be very easy to bundle as WASM for the web.
Non-Goals
- An ECS (Entity component system), although an ECS architecture is great for cache locality and performance, I feel that it's overkill for most small games. Nothing is stopping you to add your own on top of this engine if that's what you want though!
- 3D, this engine is only for 2D pixel art.
- Vector graphics, similar to the above, this engine is focused specifically on pixel art with lower resolutions.
- Reinventing the wheel for everything, when there's a proper crate with good support I prefer to use that instead of creating additional maintainer burden.
Usage
Using this crate is quite simple, there is a single trait PixelGame
with two required functions, PixelGame::update
and PixelGame::render
, that need to be implemented for a game state object.
use pixel_game_lib::{PixelGame, Context, GameConfig};
struct MyGame;
impl PixelGame for MyGame {
fn update(&mut self, ctx: Context) {
// ..
}
fn render(&mut self, ctx: Context) {
// ..
}
}
// In main
let game = MyGame;
game.run(GameConfig::default())?;
Feature Flags
All major feature flags are enabled by default, I would recommend installing pixel_game_lib
with default-features = false
and adding the required features as needed.
cargo add pixel_game_lib --no-default-features
hot-reloading-assets
(default)
Hot-reload assets from disk when they are saved. Has no effect on the web target.
embedded-assets
(default on web)
Bake all assets in the assets/
folder in the binary.
When creating a release binary this feature flag should be enabled.
dialogue
(default)
A thin wrapper around Yarn Spinner. Allows creating hot-reloadable dialogue systems.
audio
(default)
A thin wrapper around Kira. Play sounds and music files which can be hot-reloadable using assets.
To keep the binary and compile-times small only .ogg
audio files are supported.
Requirements
On Linux you need to install asound2-dev
:
sudo apt install libasound2-dev
in-game-profiler
(default)
A profiler window overlay, implemented with puffin_egui.
Other profiling methods in your game can also be implemented, the profiling crate is enabled even when this feature flag is disabled.
Example
This example will show a window with a counter that's incremented when pressing the left mouse button^left-mouse. The counter is rendered as text^text loaded from a font in the top-left corner. When the 'Escape' key is pressed^escape-key the game will exit and the window will close.
use pixel_game_lib::{PixelGame, Context, GameConfig, MouseButton, KeyCode, glamour::Vector2};
/// Object holding all game state.
struct MyGame {
/// A simple counter we increment by clicking on the screen.
counter: u32,
}
impl PixelGame for MyGame {
fn update(&mut self, ctx: Context) {
// ^1
// Increment the counter when we press the left mouse button
if ctx.mouse_pressed(MouseButton::Left) {
self.counter += 1;
}
// ^3
// Exit the game if 'Escape' is pressed
if ctx.key_pressed(KeyCode::Escape) {
ctx.exit();
}
}
fn render(&mut self, ctx: Context) {
// ^2
// Display the counter with a font called 'font' automatically loaded from the `assets/` directory
// It will be shown in the top-left corner
ctx.text("font", &format!("Counter: {}", self.counter)).draw();
}
}
// In main
// Initialize the game state
let game = MyGame { counter: 0 };
// Run the game until exit is requested
game.run(GameConfig::default().with_title("My Game"))?;
Rotation Algorithms
In the library it's possible to choose between multiple upscale implementations for the single-pass RotSprite algorithm, see the Rust documentation for more information:
Nearest Neighbor
This doesn't apply any extra rotation effects.
Scale3x
Diag2x
Scale2x
Credits
Dependencies
~12–57MB
~1M SLoC