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A Rust 2D game framework, for both the Web and Desktop

A quick example

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).

Learning Quicksilver

A good way to get started with Quicksilver is to read and run the examples and go through the tutorial modules on docs.rs. If you have any question, feel free to hop onto Gitter or open an issue.

Made with Quicksilver

Want to add your project? Feel free to open an issue or PR!

Building and Deploying a Quicksilver application

Quicksilver should always compile and run on the latest stable version of Rust, for both web and desktop.

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.

Linux dependencies

On Windows and Mac, all you'll need to build Quicksilver is a recent stable 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 libasound2-dev.

Deploying for desktop

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 any, please open an issue.

Deploying for the web

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.

Optional Features

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), and sounds (via rodio).

Each are enabled by default, but you can specify which features you actually want to use.

Supported Platforms

The engine is supported on Windows, macOS, Linux, and the web via WebAssembly. 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.

On desktop it requires OpenGL 3.2; on the web it requires WebGL 2.0.

Mobile support would be a future possibility, but likely only through external contributions.

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A simple game framework for 2D games on desktop and web

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