open-oak

Crates.ioopen-oak
lib.rsopen-oak
version0.1.3
sourcesrc
created_at2022-12-31 00:07:26.246213
updated_at2022-12-31 18:46:30.588157
description2D game engine and rendering library
homepage
repositoryhttps://github.com/christofferaakre/open-oak
max_upload_size
id748161
size165,110
Christoffer Aakre (christofferaakre)

documentation

README

open-oak

open-oak is a 2D game engine based on OpenGL written in Rust. It uses glium for openGL bindings. This project is in very early stages.

Features

  • Rendering textured objects on the screen
  • Handling window, mouse, and keyboard events
  • Collission detection

Example

Below is a simple example that renders a textured block to the screen.


use glium::Surface;

use open_oak::events::handle_events;
use open_oak::init::{init, Game};
use open_oak::rectangle::Rectangle;
use open_oak::resource_manager::ResourceManager;
use open_oak::traits::{Renderable, Shaders, Texture};

use cgmath::Vector2;

struct Block {
    rect: Rectangle,
}

impl Block {
    fn new(position: Vector2<f32>, size: Vector2<f32>, color: imaopen_oak::Rgba<f32>) -> Block {
        let rect = Rectangle::new(position, size, color);
        Block { rect }
    }
}

fn main() {
    // init game and destructure
    let game = init();

    // destructure fields off Game
    let Game {
        display,
        event_loop,
        mut resource_manager,
        ..
    } = game;

    // define block
    let mut block = Block::new(
        Vector2::new(0.5, 0.5),
        Vector2::new(0.3, 0.3),
        imaopen_oak::Rgba::from([1.0, 0.0, 0.0, 1.0]),
    );

    // init rectangle
    Rectangle::init(&mut resource_manager, &display);

    // load block texture
    let texture_name = String::from("block");
    let texture = ResourceManager::load_texture(&display, "textures/block.png");
    resource_manager.add_texture(&texture_name, texture);

    // set block texture
    block.rect.set_texture(texture_name.clone());

    // game loop
    event_loop.run(move |ev, _, control_flow| {
        // handle events, keyboard input, etc.
        handle_events(ev, control_flow);

        let mut frame = display.draw();
        frame.clear_color(0.2, 0.3, 0.3, 1.0);

        // DRAW START
        block.rect.draw(&mut frame, &resource_manager).unwrap();

        frame.finish().unwrap();
        // DRAW END
    });
}

Development

I am very happy for any contributions!

To contribute, fork the repository, then edit the source code. You can create a binary crate and put some example code in there, so you can verify that the game engine is still working, and that your new feature/bug fix/whatever is working as intended. In the Cargo.toml of your binary crate, you can link to your local version of ge:

# --snip --
[dependencies]
`ge = { path = "/path/to/ge" }`
# --snip --

When you are done making changes, submit a pull request!

TODOs

  • Implement collission detecting for circle and rotated rectangle
  • Clean up the trait code, probably get rid of the macros in macros.rs as it's a code smell and replace it with less OOP-like code
Commit count: 68

cargo fmt