roze

Crates.ioroze
lib.rsroze
version0.1.1
sourcesrc
created_at2023-01-02 17:22:09.246848
updated_at2023-01-02 21:04:20.705728
descriptionZero dependancy Windows game engine
homepage
repositoryhttps://github.com/AttentiveColon/roze
max_upload_size
id749533
size189,021
(AttentiveColon)

documentation

README

ROZE - The zero dependency game engine.

ROZE is a barebones, zero dependency Windows game engine using win32 and OpenGL. This is the 0.1 release and is subject to major api changes.

Current Features:

  • Texture loading system that supports 32bit rgba BMP and DDS files
  • Audio loading system that supports WAV files
  • Audio playback system for playing one-shots and loops
  • Text rendering
  • Input system for Mouse, Keyboard and Xinput Gamepads
  • Random number generation system
  • Textured Sprite and Primitives system
  • Basic Orthographic Camera system
  • Barebones Math library
  • Textured particle system
  • Basic fps, frametime and performance statistics

Entry point:

  • The System struct defines most of the important functions.

    • Check SystemConf if you want more project setup options.
  • EventFunctions must be implemented to start a project.

  • Check out ParticleProperties to define a particle.

Getting started:

Displays a 600x600 window with red background.

pub struct Game {}

impl EventFunctions for Game {
    fn init(&mut self, system: &mut System) {}
    fn update(&mut self, system: &mut System, dt: Duration) {}
    fn draw(&mut self, system: &mut System) {
        system.display_clear(1.0, 0.0, 0.0, 1.0);
    }
}

fn main() {
    let system = System::new(600, 600, "Game Title");
    let game = Game {};
    Event::run(game, system);
}

Using sprite, texture and audio systems:

Displays a window with a spinning textured sprite. An audio clip plays when the left mouse button is clicked.

pub struct Game {
    rotation: f32,
}

impl EventFunctions for Game {
    fn init(&mut self, system: &mut System) {
        system.load_texture("textures/SpriteA.bmp");
        system.load_audio("audio/sound.wav");
    }
    fn update(&mut self, system: &mut System, dt: Duration) {
        self.rotation += 90.0 * dt.as_secs_f32();

        if system.mouse_pressed(MOUSECODE::L) {
            system.play_one_shot("sound", 1.0);
        }

        if system.keyboard_pressed(KEYCODE::ESC) {
            system.quit();
        }
    }
    fn draw(&mut self, system: &mut System) {
        system.display_clear(0.05, 0.08, 0.05, 0.0);

        system.sprite(
            system.screen_width() / 2.0,
            system.screen_height() / 2.0,
            0.0,
            100.0,
            100.0,
            self.rotation,
            system.get_texture("SpriteA"),
            (1.0, 1.0, 1.0, 1.0).into(),
        );
    }
}

fn main() {
    let system = System::new(800, 800, "Sprites, Textures and Audio");
    let game = Game { rotation: 0.0 };
    Event::run(game, system);
}

Using particle and text systems:

Define an untextured colored particle effect that moves out from the center of the screen. Also define a font and display the current fps in the top right of the screen.

pub struct Game {
    particle_prop: ParticleProperties,
}

impl Game {
    pub fn new() -> Self {
        let particle_prop = ParticleProperties {
            pos: (0.0, 0.0, 0.0).into(),
            velocity: (0.0, 0.0, 0.0).into(),
            velocity_var: (150.0, 150.0, 0.0).into(),
            color_begin: (1.0, 0.0, 0.0, 1.0).into(),
            color_end: (0.0, 0.0, 1.0, 0.0).into(),
            size_begin: 15.0,
            size_end: 25.0,
            size_var: 10.0,
            lifetime: 5.0,
            tex_id: None,
        };
        Self { particle_prop }
    }
}

impl EventFunctions for Game {
    fn init(&mut self, system: &mut System) {
        self.particle_prop.pos = (
            system.screen_width() / 2.0,
            system.screen_height() / 2.0,
            0.0,
        )
            .into();

        system.define_font(
            "myFont",
            22,
            Weight::NORMAL,
            false,
            false,
            false,
            "consolas",
        );
    }
    fn update(&mut self, system: &mut System, _dt: Duration) {
        system.particle_emit(&self.particle_prop);

        if system.keyboard_pressed(KEYCODE::ESC) {
            system.quit();
        }
    }
    fn draw(&mut self, system: &mut System) {
        system.display_clear(0.05, 0.08, 0.05, 0.0);

        system.text(
            &format!("fps: {}", system.get_fps()),
            system.screen_width() - 100.0,
            20.0,
            (1.0, 1.0, 1.0, 1.0),
            "myFont",
        );
    }
}

fn main() {
    let config = SystemConf {
        window_title: "Particles".into(),
        screen_width: 1200,
        screen_height: 1200,
        audio_one_shot_channels: 10,
        audio_loop_channels: 5,
        particle_pool_size: 5000,
        rng_seed: 1,
        rng_pool_size: 1_000_000,
        lock_fps: false,
    };
    let system = System::new_ex(config);
    let game = Game::new();
    Event::run(game, system);
}
Commit count: 6

cargo fmt