A 2D game framework written in pure Rust
Create a rust project and add this line to your Cargo.toml
file under [dependencies]
:
quicksilver = "*"
Then replace src/main.rs
with the following (the contents of quicksilver's examples/draw-geometry.rs):
// Draw some multi-colored geometry to the screen
extern crate quicksilver;
use quicksilver::{
Result,
geom::{Circle, Line, Rectangle, Transform, Triangle, Vector},
graphics::{Background::Col, Color},
lifecycle::{Settings, State, Window, run},
};
struct DrawGeometry;
impl State for DrawGeometry {
fn new() -> Result<DrawGeometry> {
Ok(DrawGeometry)
}
fn draw(&mut self, window: &mut Window) -> Result<()> {
window.clear(Color::WHITE)?;
window.draw(&Rectangle::new((100, 100), (32, 32)), Col(Color::BLUE));
window.draw_ex(&Rectangle::new((400, 300), (32, 32)), Col(Color::BLUE), Transform::rotate(45), 10);
window.draw(&Circle::new((400, 300), 100), Col(Color::GREEN));
window.draw_ex(
&Line::new((50, 80),(600, 450)).with_thickness(2.0),
Col(Color::RED),
Transform::IDENTITY,
5
);
window.draw_ex(
&Triangle::new((500, 50), (450, 100), (650, 150)),
Col(Color::RED),
Transform::rotate(45) * Transform::scale((0.5, 0.5)),
0
);
Ok(())
}
}
fn main() {
run::<DrawGeometry>("Draw Geometry", Vector::new(800, 600), Settings::default());
}
Run this with cargo run
or, if you have the wasm32 toolchain installed, you can build for the web
(instructions below).
Make sure to put all your assets in a top-level folder of your crate called static/
. All Quicksilver file loading-APIs will expect paths that originate in the static folder, so static/image.png
should be referenced as image.png
.
On Windows and Mac, all you'll need to build Quicksilver is the right version of rustc
and cargo
. A few of Quicksilver's dependencies require Linux packages to build, namely libudev
, zlib
, and alsa
. To install these on Ubuntu or Debian, run the command sudo apt install libudev-dev zlib1g-dev alsa
.
If you're deploying for desktop platforms, build in release mode (cargo build --release
)
and copy the executable file produced (found at "target/release/") and any assets you used (image files
etc) and create an archive (on Windows a zip file, on Unix a tar file). You should be able to distribute
this archive with no problems; if there are problems, please open an issue.
If you're deploying for the web, first make sure you've installed the cargo web tool. Then use the cargo web deploy
to build your application for distribution (located at target/deploy
).
If you want to test your application locally, use cargo web start
and open your favorite browser to the port it provides.
A good way to get started with Quicksilver is to read and run the examples and go through the tutorial module on docs.rs. If you have any question, feel free to hop onto Gitter or open an issue.
Quicksilver by default tries to provide all features a 2D application may need, but not all applications need these features. The optional features available are collision support (via ncollide2d), font support (via rusttype), gamepad support (via gilrs), saving (via serde_json), complex shape / svg rendering (via lyon), immediate-mode GUIs (via immi), and sounds (via rodio).
Each are enabled by default, but you can specify which features you actually want to use.
The engine is supported on Windows, macOS, (somewhat) Linux, and the web via WebAssembly.
Linux is supported inasmuch as the libraries used for graphics (glutin, gl) and sound (rodio) work correctly,
but no extra attempts to support exotic setups will be made.
The web is only supported via the wasm32-unknown-unknown
Rust target, not through emscripten.
It might work with emscripten but this is not an ongoing guarantee.
It has not been tested extensively on desktop platforms other than x86, but there is no reason it should fail to work. If the dependencies and the Rust compiler support a platform, quicksilver should as well.
There are no plans to support mobile / touch-primary platforms, as the paradigms are completely different. UI elements must be created differently, input is one or two points of contact rather than primarily through a keyboard, etc.
There is one exception: macOS does not currently support gamepads, see gilrs-core issue #1
Comparison with ggez
Quicksilver | GGEZ |
---|---|
2D only game development framework | 2D focused game development framework |
Targets native and web | Targets native, plans to target mobile and web |
Built on OpenGL and WebGL | Built on gfx-rs |
Automatic batched drawing | Opt-in batched drawing |
Sound playback through rodio | Sound playback through rodio |
Font rendering with rusttype | Font rendering with rusttype |
Polling-based and event-based input handling | Event / callback based input handling |
No custom shader support | Custom shader support |
Pure rust | Dependency on SDL2, with plans to transition to glutin |
Configurable feature flags | Most features have no flags |
Quicksilver should always compile and run on the latest stable Rust.