Pikuseru Console (previously known as PX8 or Unicorn Console) is a fantasy engine that let you do quickly any sort of game, application with a default resolution of 128x128 pixels, 32bits color. The console allow you to load what is called a 'cartridge' that looks like a text file, that contains the code, the graphics and the sounds.
The main engine is not dependant of a specific graphic library so you can use it where you want: * pikuseru: Main core engine * pikuseru-console: Launcher for all cartridge, based on EGUI + Pixels * pikuseru-editor: Editor of the cartridge (graphics, sound, code), based on EGUI * pikuseru-rs: Wasm binding crate * pikuseru-examples: a non exhausitve list of Unicorn cartrdige for testing
The console is somewhat compatible with pico-8 (buy it !), most of current functions from pico8 is implemented and the cartridge is the same format. However some pico8/lua language syntax is supported like: * compound assignment operators (+=, -=, etc) * "!=" like "~=" * binary literals
But see the pikuseru-examples, I did some modifications of good games to use it with Unicorn too.
Cargo feature: * cpython: enable python support * rlua: enable lua support
You can build the console directly the main UI to play games:
cd pikuseru
cargo build --release --features=cpython,rlua,image
| File format | Read | Write | | ------------- | ------------- | ------------- | | Pico8 PNG | X | / | | Pico8 P8 | X | X | | Pikuseru (PIK) | X | X |
Pikuseru file format is exactly the same as PICO8 P8 format, except that new sections are available, like python, rhai, wasm, code etc.
The API is available for Lua/Python. * Graphics + camera + circ + circfill + clip + cls + color + ellipse + ellipsefill + fget + font + line + mode + pal + palt + pget + print + pset + rect + rectfill + sget + spr + sset + sspr + trigon * MAP + map + mget + mset * Math * Memory * Mouse Input * Palettes * Cart Data
camera([x, y])
Set the camera position.
circ(x, y, r, [col])
Draw a circle: * x/y are the coordinates * r is the radius of the circle * col is the color of the circle
circfill(x, y, r, [col])
Draw a filled circle: * x/y are the coordinates * r is the radius of the circle * col is the color of the circle
[[https://j.gifs.com/nZl3GE.gif]]
clip([x, y, w, h])
Set a screen clipping region where: * x/y are the coordinate * w is the width * h is the height
Clear the screen.
color(col)
set default color
ellipse(x, y, rx, ry, [col])
Draw an ellipse
ellipsefill(x, y, rx, ry, [col])
draw filled ellipse
fget(n, [f])
get values of sprite flags
font(name)
Change the font policy ("pico8", "bbc", "cbmII", "appleII")
fset(n, [f], v)
set values of sprite flags
line(x0, y0, x1, y1, [col])
draw line
pal(c0, c1)
Switch the color c0 to color c1.
palt(col, t)
Set the transparency for color 'col', where 't' is a boolean
pget(x, y)
Get the pixel color in x/y coordinate
print (str, [x, y, [col]])
[Python: unicorn_print]
Display a string on the screen
pset(x, y, col)
Set the pixel color with the value 'col' in x/y coordinate
rect(x0, y0, x1, y1, [col])
draw a rectangle
rectfill(x0, y0, x1, y1, [col])
draw filled rectangle
[[https://j.gifs.com/76MGDr.gif]]
sget(x, y)
get spritesheet pixel colour
spr(n, x, y, [w, h], [flip_x], [flip_y])
Draw a sprite: * n is the sprite number * x/y are the coordinate * w and h specify how many sprites wide to blit and are 1/1 values by default * flipx_ to flip horizontally the sprite * flipy_ to flip vertically the sprite
Color 0 will be transparent by default (see palt
sset(x, y, [col])
set spritesheet pixel colour
sspr(sx, sy, sw, sh, dx, dy, [dw, dh], [flip_x], [flip_y])
draw texture from spritesheet
trigon(x1, y1, x2, y2, x3, y3, [col])
draw trigon
get button i state for player p
only true when the button was not pressed the last frame; repeats every 4 frames after button held for 15 frames
map(cel_x, cel_y, sx, sy, cel_w, cel_h, [layer])
[Python: spr_map]
Draw map; layers from flags; sprite 0 is empty
mget(x, y)
Get a map value
mset(x, y, v)
Set a map value