1 unstable release
0.1.0 | Jul 21, 2023 |
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#433 in Graphics APIs
96KB
2.5K
SLoC
Rustic Mountain Core
A rust library for emulating the physics and graphics of the 2015 game jam release of Celeste Classic
Install
cargo add rustic-mountain-core
Basic Usage (eg, creating a port)
fn main(){
// consts are not included in the core library. see examples here: https://github.com/CoolElectronics/rustic-mountain/blob/main/standalone/src/consts.rs
let mut engine = Celeste::new(
consts::MAPDATA.into(),
consts::SPRITES.into(),
consts::FLAGS.into(),
consts::FONTATLAS.into(),
);
let pallete: [(u8, u8, u8); 16] = [
(0, 0, 0),
(29, 43, 83),
(126, 37, 83),
(0, 135, 81),
(171, 82, 54),
(95, 87, 79),
(194, 195, 199),
(255, 241, 232),
(255, 0, 77),
(255, 163, 0),
(255, 236, 85),
(0, 228, 54),
(41, 173, 255),
(131, 118, 156),
(255, 119, 168),
(255, 204, 170),
];
loop {
// advance the game logic
engine.next_tick();
// render the screen
engine.draw();
// screen buffer is a 128x128 array
for (i, col) in engine.mem.graphics.iter().enumerate() {
// look up rgb color from pallete
let color = pallete[*col as usize];
let xpixel = i % 128;
let ypixel = i / 128;
// do rendering to screen here
}
engine.mem.buttons[0] = is_left_arrow_pressed;
engine.mem.buttons[1] = is_right_arrow_pressed;
engine.mem.buttons[2] = is_up_arrow_pressed;
engine.mem.buttons[3] = is_down_arrow_pressed;
engine.mem.buttons[4] = is_jump_pressed;
engine.mem.buttons[5] = is_dash_key_pressed;
// constrain to 30fps
::std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 30));
}
}
Advanced usage
Most methods and fields are marked public, so the game can be messed with and extended easily. For example, you can iterate over the celeste.objects
vector to find the player position, create your own maps, etc, etc. I'm not making docs, just read the code the main parts is only a little over 1k lines
Dependencies
~1–2.3MB
~45K SLoC