| Crates.io | bracket-terminal |
| lib.rs | bracket-terminal |
| version | 0.8.7 |
| created_at | 2020-02-21 21:57:32.18222+00 |
| updated_at | 2022-10-04 18:55:54.061632+00 |
| description | ASCII/Codepage 437 terminal emulator with a game loop. Defaults to OpenGL, also support WebGPU (for Vulkan/Metal/WGPU), Curses and Crossterm for output. Part of the bracket-lib family. |
| homepage | https://github.com/thebracket/bracket-lib |
| repository | https://github.com/thebracket/bracket-lib |
| max_upload_size | |
| id | 211310 |
| size | 2,564,074 |
bracket-terminal is part of the bracket-lib family. It provides a virtual ASCII/Codepage-437 terminal (with optional tile graphic support and layers), and a game loop. This frees you up from implementation difficulties, making it easy to write grid-based games (Roguelikes are a great fit, but any grid/tile-based game can work). It also provides assistance with keyboard and mouse input.
Bracket-terminal supports multiple back-ends:
OpenGL, which works on just about everything. The GL back-end supports all features, including post-processing (retro screen effects) and layers.WebGL (WASM) back-end works in Web Assembly, allowing you to compile your bracket-terminal-based game for the web.webgpu back-ends provide rendering in Vulkan, Metal, and WebGPU. It currently supports everything except the post-processing effects.crossterm back-end runs natively in your existing terminal. Graphical features are not supported.curses back-end runs natively in *NIX terminals, or in a pdcurses terminal emulator on Windows. Graphical features are not supported.BREAKING CHANGE ALERT: The crossterm feature is now cross_term if you are using bracket-terminal directly. It's still crossterm for bracket-lib and rltk.
IMPORTANT: If you are running the webgpu backend, you need to add resolver = 2 to your Cargo.toml file. WGPU requires it for platform selection.
bracket-terminal and not direct console rendering?Bracket-terminal can do terminal rendering, but if that is your only target you may be better off using crossterm. Bracket-terminal gets you a few features you don't find elsewhere:
bracket-terminal works hard to be simple and straightforward, making for a great learning environment.The following code is enough to put Hello Minimal Bracket World on the screen:
use bracket_terminal::prelude::*;
struct State {}
impl GameState for State {
fn tick(&mut self, ctx: &mut BTerm) {
ctx.print(1, 1, "Hello Bracket World");
}
}
fn main() -> BError {
let context = BTermBuilder::simple80x50()
.with_title("Hello Minimal Bracket World")
.build()?;
let gs: State = State {};
main_loop(context, gs)
}
It's worth noting that (0,0) in bracket-terminal is the top-left of the screen.
Run an example with cargo run --example <name>.
hello_minimal puts "Hello Minimal Bracket World" on the screen. Try it with WASMhello_terminal puts a bouncing "Hello World" on the screen in color, with frames-per-second [FPS] counting, and frame-rate limiting. Try it with WASMsparse is the same demo, but with a second layer in a VGA 8x16 font on a second layer, no frame-rate limiting, and utilizing batched command submission. Try it with WASMwalking lets you use your keyboard to walk an @ symbol around a random map. Try it with WASMastar-mouse lets you use your mouse to move around a random map, using A-Star pathing (from the bracket-pathfinding crate) to avoid obstacles. Try it with WASMtiles is similar to the walking demo, but uses two layers of graphical tiles (graphical back-ends only). Try it with WASMrex demonstrates loading a sprite from REX Paint and rendering it to the terminal. Try it with WASMpostprocess demonstrates the library's post-processing effects - scan lines and screen burn. Try it with WASMtextblock demonstrates the TextBlock system, giving you a "builder" approach to constructing larger blocks of text with word-wrapping and formatting. Try it with WASMdwarfmap demonstrates using the terminal with Algorithm3D to provide a Dwarf Fortress style 3D map (2D "slices" of a 3D world). It uses the bracket-noise library for terrain generation. Try it with WASMkeyboard demonstrates keyboard scan-code input. It's mostly useful for debugging. Try it with WASMtextsprites demonstrates multi-tile sprites. Try it with WASMnative_gl shows you how to access OpenGL directly. Only works with opengl back-ends, WASM or native. Try it with WASMYou can run the dwarfmap example with different back-ends like this. The same principle applies to other back-ends:
cargo run --example dwarfmapcargo run --example dwarfmap --no-default-features --features "webgpu"cargo run --example dwarfmap --no-default-features --features "curses"cross_term) cargo run --example dwarfmap --no-default-features --features "cross_term"