2 unstable releases

0.2.0 Aug 7, 2024
0.1.1 Aug 1, 2024
0.1.0 Aug 1, 2024

#393 in Game dev

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MIT license

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🏰 posturn 🎮

Build turn-based games with async Rust

This crate offers a simple way to create complex turn-based games. Instead of modeling the game as a monolithic state machine with transitions, why not write a Coroutine instead?

posturn allows you to model your turn-based game logic as an async function that emits events. When an event is emitted, the turn-based game enters into a wait-for-input state using await, pausing the game and returning control to the UI layer. While paused, the UI can handle the event and re-render itself however it wishes. Once the player is ready to continue, the UI resumes the turn-based game, supplying any player input necessary to take the next turn.

This approach has the advantage of keeping all UI logic separate from turn-based game code. Theoretically, a game written in this way could be used with any frontend capable of processing the events emitted by the game.

For a simple example, see the simple RoShamBo game included with this library.

📃 Usage

To use posturn, simply add this to your Cargo.toml:

[dependencies]
posturn = "0.1.1"

Alternatively, run the following from your crate root:

cargo add posturn@0.1.1

⚠️ Compatibility

This crate currently depends on genawaiter to provide a stable implementation of Rust coroutines. Once the Coroutine trait has been stabilized (RFC 2033), future versions of posturn may move in the direction of using the std implementation, gated by a feature flag.

For now, the dependency on genawaiter is required. If you need std support for a nightly project, please see this issue or open a PR on GitHub.

⚖️ License

All Rust code is licensed under the MIT license.

Various other files (e.g. this README) are licensed under one of the following:

posturn aims to be REUSE compliant. The SPDX-License-Identifier at the top of each file shows which license is associated with it.

Dependencies

~100KB