8 releases
0.8.7 | Oct 4, 2022 |
---|---|
0.8.5 | Jul 6, 2021 |
0.8.2 | Feb 15, 2021 |
0.8.1 | Apr 29, 2020 |
0.1.0 | Feb 21, 2020 |
#1096 in Game dev
4,257 downloads per month
Used in 8 crates
(3 directly)
2MB
19K
SLoC
bracket-terminal
bracket-terminal
is part of the bracket-lib
family. It provides a virtual ASCII/Codepage-437 terminal (with optional tile graphic support and layers), and a game loop. This frees you up from implementation difficulties, making it easy to write grid-based games (Roguelikes are a great fit, but any grid/tile-based game can work). It also provides assistance with keyboard and mouse input.
Bracket-terminal supports multiple back-ends:
- The default is
OpenGL
, which works on just about everything. The GL back-end supports all features, including post-processing (retro screen effects) and layers. - The
WebGL
(WASM) back-end works in Web Assembly, allowing you to compile yourbracket-terminal
-based game for the web. - The
webgpu
back-ends provide rendering inVulkan
,Metal
, andWebGPU
. It currently supports everything except the post-processing effects. - The
crossterm
back-end runs natively in your existing terminal. Graphical features are not supported. - The
curses
back-end runs natively in *NIX terminals, or in apdcurses
terminal emulator on Windows. Graphical features are not supported.
BREAKING CHANGE ALERT: The crossterm
feature is now cross_term
if you are using bracket-terminal
directly. It's still crossterm
for bracket-lib
and rltk
.
IMPORTANT: If you are running the webgpu
backend, you need to add resolver = 2
to your Cargo.toml
file. WGPU requires it for platform selection.
Why bracket-terminal
and not direct console rendering?
Bracket-terminal can do terminal rendering, but if that is your only target you may be better off using crossterm
. Bracket-terminal gets you a few features you don't find elsewhere:
- It is game-loop based, so it is ideal for frame-oriented game programming.
- Codepage-437 emulation is sprite-based on graphical back-ends. You can be absolutely sure that your game will look the same on all platforms, using exactly the font(s) you specify.
- It provides multiple layers, which can use different font/sprite files.
- There are some retro post-processing effects available if you like them.
bracket-terminal
works hard to be simple and straightforward, making for a great learning environment.
Minimal example
The following code is enough to put Hello Minimal Bracket World
on the screen:
use bracket_terminal::prelude::*;
struct State {}
impl GameState for State {
fn tick(&mut self, ctx: &mut BTerm) {
ctx.print(1, 1, "Hello Bracket World");
}
}
fn main() -> BError {
let context = BTermBuilder::simple80x50()
.with_title("Hello Minimal Bracket World")
.build()?;
let gs: State = State {};
main_loop(context, gs)
}
It's worth noting that (0,0)
in bracket-terminal
is the top-left of the screen.
Examples
Run an example with cargo run --example <name>
.
hello_minimal
puts "Hello Minimal Bracket World" on the screen. Try it with WASMhello_terminal
puts a bouncing "Hello World" on the screen in color, with frames-per-second [FPS] counting, and frame-rate limiting. Try it with WASMsparse
is the same demo, but with a second layer in a VGA 8x16 font on a second layer, no frame-rate limiting, and utilizing batched command submission. Try it with WASMwalking
lets you use your keyboard to walk an@
symbol around a random map. Try it with WASMastar-mouse
lets you use your mouse to move around a random map, using A-Star pathing (from thebracket-pathfinding
crate) to avoid obstacles. Try it with WASMtiles
is similar to thewalking
demo, but uses two layers of graphical tiles (graphical back-ends only). Try it with WASMrex
demonstrates loading a sprite from REX Paint and rendering it to the terminal. Try it with WASMpostprocess
demonstrates the library's post-processing effects - scan lines and screen burn. Try it with WASMtextblock
demonstrates theTextBlock
system, giving you a "builder" approach to constructing larger blocks of text with word-wrapping and formatting. Try it with WASMdwarfmap
demonstrates using the terminal withAlgorithm3D
to provide a Dwarf Fortress style 3D map (2D "slices" of a 3D world). It uses thebracket-noise
library for terrain generation. Try it with WASMkeyboard
demonstrates keyboard scan-code input. It's mostly useful for debugging. Try it with WASMtextsprites
demonstrates multi-tile sprites. Try it with WASMnative_gl
shows you how to access OpenGL directly. Only works withopengl
back-ends, WASM or native. Try it with WASM
Running the examples with other back-ends
You can run the dwarfmap
example with different back-ends like this. The same principle applies to other back-ends:
- OpenGL :
cargo run --example dwarfmap
- WGPU:
cargo run --example dwarfmap --no-default-features --features "webgpu"
- Curses:
cargo run --example dwarfmap --no-default-features --features "curses"
- Crossterm: (note that the feature is called
cross_term
)cargo run --example dwarfmap --no-default-features --features "cross_term"
Dependencies
~5–24MB
~267K SLoC