Crates.io | craydate |
lib.rs | craydate |
version | 0.1.7 |
source | src |
created_at | 2022-04-26 03:49:59.894666 |
updated_at | 2022-04-27 04:17:32.549272 |
description | A safe Rust API for the Playdate hand held gaming system. |
homepage | https://github.com/danakj/craydate |
repository | https://github.com/danakj/craydate |
max_upload_size | |
id | 574413 |
size | 371,267 |
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.
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.
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.
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.
PLAYDATE_SDK_PATH
environment variable is set to the location of the Playdate
SDK.Cargo.toml
file, change the name
to include your game's name, such as
foo-project
for the game crate foo
.Cargo.toml
file, change the game
dependency's package
and path
to point to
your game's crate.Cargo.toml
file, if you want to use it, change the game-assets
dependency's
package
and path
to point to your game's asset-generating crate (when you have one, you
can leave it commented out with a #
for now).game-assets
dependency for generating assets, uncomment and fix the call to
it from src/bin/make_pdx.rs
(when you have one, you can ignore this for now).game-assets
dependency for generating assets, uncomment "game-assets" in the
bins
feature (when you have one, you can ignore this for now). It would look like bins = ["craydate-build", game-assets"]
.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:
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.
Runs the Playdate simulator, loading the pdx image generated by make_pdx.
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.
"projectRootCrate"
variable should point to the root project crate. By default, since
the .vscode
directory is inside that crate, it is "."
."rust-analyzer.linkedProjects"
variable should point to the root project crate's
Cargo.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.
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 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.
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.
This project is licensed under either of
at your option.
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.