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.
Below is a simple example that renders a textured block to the screen. ```rust
use glium::Surface;
use openoak::events::handleevents; use openoak::init::{init, Game}; use openoak::rectangle::Rectangle; use openoak::resourcemanager::ResourceManager; use open_oak::traits::{Renderable, Shaders, Texture};
use cgmath::Vector2;
struct Block { rect: Rectangle, }
impl Block {
fn new(position: Vector2
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
});
} ```
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
:
```toml
[dependencies]
ge = { path = "/path/to/ge" }
``` When you are done making changes, submit a pull request!
macros.rs
as it's
a code smell and replace it with less OOP-like code