glove
Glove
Glove is a framework for making games. It is implemented in Crystal.
⚠ Caution! ⚠ Glove is experimental. Expect breaking changes. There are few tests. Do not use this for your own projects (yet). (Or do, and contribute back to Glove? That’d be cool. I’ll give you commit access. You can be one of the first people to write a proper game engine in Crystal.)
Usage
To use this shard, add the following lines to your shard.yml
:
dependencies:
glove:
git: git@github.com:ddfreyne/glove.git
Glove comes with shaders in its shaders/
directory, which needs to be copied to where the executable is located. For example, the following will create a target/
directory that contains the executable and the shaders directory:
rm -rf target/
mkdir -p target
crystal build -o target/mygame src/mygame.cr
cp -r lib/glove/src/shaders target/shaders
It is useful to let the executable cd
to the directory it is located in, before doing anything else, so that it can find the shaders easily:
if full_path = Process.executable_path
Dir.cd(File.dirname(full_path))
end
The target/
directory should also include any assets that the game needs to run; a more complete build script could therefore look as follows:
rm -rf target/
mkdir -p target
crystal build -o target/mygame src/mygame.cr
cp -r lib/glove/src/shaders target/shaders
cp -r assets target/assets # <- added
Example code
Here is a trivial example that renders a card (from assets/card.png
):
require "glove"
if full_path = Process.executable_path
Dir.cd(File.dirname(full_path))
end
card =
Glove::Entity.new.tap do |e|
e << Glove::Components::Texture.new("assets/card.png")
e << Glove::Components::Transform.new.tap do |t|
t.width = 140_f32
t.height = 190_f32
t.translate_x = 400_f32
t.translate_y = 300_f32
end
end
scene =
Glove::Scene.new.tap do |scene|
scene.spaces << Glove::Space.new.tap do |space|
space.entities << card
end
end
game = Glove::EntityApp.new(800, 600, "Inari")
game.clear_color = Glove::Color::WHITE
game.replace_scene(scene)
game.run
Architecture
-
Glove::EntityApp
is a generic game superclass that provides functionality for handling entities, and everything associated with it. Here is how a typical game would build an instance and run the game:game = Glove::EntityApp.new(800, 600, "Inari") game.clear_color = Glove::Color::WHITE scene = Glove::Scene.new.tap do |scene| # … build scene here … end game.replace_scene(scene) game.run
-
Glove::Entity
is a game object that is visible and/or reacts to user input. -
Glove::Component
is a property of an entity. A common component isGlove::Components::Transform
, which adds width, height, rotation, scale, … to an entity. Another common component isGlove::Components::Camera
, which marks an entity as being a camera, and defines which part of a space (see below) will be rendered, with what rotation, etc. -
Glove::Action
defines a change to an entity. It can either be instant (e.g. remove entity) or act over time (e.g. move). -
Glove::Space
groups entities in a scene that logically belong together and can interact with each other. Entities in different spaces never interact. For example, one space might contain the game entities, and another space might contain UI elements. -
Glove::Scene
describes a scene (such as the main menu, credits, or in-game screen). It contains one or more spaces. -
Glove::System
describes logic for making changes to a space. A common system is a physics system, which would calculate velocities and update positions.
There are also a handful of simple data classes:
Glove::Color
Glove::Point
Glove::Quad
Glove::Rect
Glove::Size
Glove::Vector
Acknowledgements
This project started out by playing with crystal-gl by Gustavo Giráldez.
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Sun, 22 Dec 2024 02:24:28 GMT