Crates.io | cvars-console-macroquad |
lib.rs | cvars-console-macroquad |
version | 0.3.0 |
source | src |
created_at | 2023-02-05 23:03:55.031147 |
updated_at | 2023-07-15 11:09:44.068724 |
description | In-game console for the macroquad game engine, using the cvars crate for configuration |
homepage | https://github.com/martin-t/cvars |
repository | https://github.com/martin-t/cvars |
max_upload_size | |
id | 777496 |
size | 248,864 |
In-game console for the macroquad game engine for changing cvars at runtime.
cvars-console-macroquad
to your Cargo.toml
:cargo add cvars-console-macroquad
Create a MacroquadConsole
when initializing your game.
Call its update
method in your main loop.
See how RecWars uses cvars and the console.
The version of macroquad used by your game has to match the version used by cvars-console-macroquad, otherwise you'll get a segfault. Unlike with cvars-console-fyrox, there is no error at compile time.
You can use cargo tree
to debug the issue but in general every time you update the engine after a breaking change, you have to update the console.
This means that there has to be a new major1 release of cvars-console-macroquad for each new major release of macroquad even though there are no changes to the console. I will try to release a new version soon after macroquad but since i am the only maintainer, it might not always be possible. If you need to use the latest macroquad and cvars-console-macroquad hasn't caught up yet, feel free to submit a PR.
You can also temporarily make a fork of the console with the macroquad version number updated and add a patch section to your Cargo.toml
.
AGPL-v3 or newer
Since macroquad's version number is 0.y.z
, changing y
is considered a major release as per Cargo's flavor of semantic versioning. ↩