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https://github.com/PikuseruConsole/pikuseru

Open Source Fantasy Console in pure Rust [Core]
https://github.com/PikuseruConsole/pikuseru

python rhai rust wasm

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Open Source Fantasy Console in pure Rust [Core]

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# Pikuseru Console

[![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/PikuseruConsole/pikuseru/blob/master/LICENSE.md)

Pikuseru Console (previously known as [PX8](https://github.com/l0kod/PX8) or [Unicorn Console](https://github.com/Gigoteur/UnicornConsole)) is a fantasy engine that let you do quickly any sort of game, application with a default resolution of 128x128 pixels, 32bits color. The console allow you to load what is called a 'cartridge' that looks like a text file, that contains the code, the graphics and the sounds.

The main engine is not dependant of a specific graphic library so you can use it where you want:
* [pikuseru](https://github.com/PikuseruConsole/pikuseru): Main core engine
* [pikuseru-console](https://github.com/PikuseruConsole/pikuseru-console): Launcher for all cartridge, based on EGUI + Pixels
* [pikuseru-editor](https://github.com/PikuseruConsole/pikuseru-editor): Editor of the cartridge (graphics, sound, code), based on EGUI
* [pikuseru-rs](https://github.com/PikuseruConsole/pikuseru-rs): Wasm binding crate
* [pikuseru-examples](https://github.com/PikuseruConsole/pikuseru-examples): a non exhausitve list of Pikuseru cartrdige for testing

## Features

* Display: 128x128 pixels by default, 8 bits colors with available list of predefined palettes (16 colors) (pico-8, commodore, atari2600 etc)
* 32 bits color could be added directly via the API, with alpha channel (for transparency)
* Font: predefined list of fonts (pico8, bbc, trollmini, etc)
* Sprites: Single bank of 128 8x8 sprites that is directly in the cartridge
* Dynamic sprites: create sprites dynamically with the API
* Map: 128x32 8-bit cells
* Code: No limit size in the cartridge, and support of the following languages: Lua (optional), Python (optional), Rhai (default), WASM (default)
* Sound: 8 channels, tracker, FM synthetizer, 16-bit Wavetables (from GamerCade console)
* Screenshot / Gif Recording (image feature)

## Examples

See the [console](https://github.com/PikuseruConsole/pikuseru-console) for more examples.

## Limitations

The console is somewhat compatible with [pico-8](https://www.lexaloffle.com/pico-8.php) (buy it !), most of current functions from pico8 is implemented and the cartridge is the same format. However some pico8/lua language syntax is supported like:
* compound assignment operators (+=, -=, etc)
* "!=" like "~="
* binary literals

But see the pikuseru-examples, I did some modifications of good games to use it with Pikuseru too.

## Build

Cargo features:
* cpython: enable python support
* rlua: enable lua support

You can build the console directly to play games:
```
git clone github.com/PikuseruConsole/pikuseru
cd pikuseru
cargo build --release --features=cpython,rlua,image
```

## File format

| File format | Read | Write |
| ------------- | ------------- | ------------- |
| Pico8 .PNG | X | / |
| Pico8 .P8 | X | X |
| Pikuseru (.PIK) | X | X |

Pikuseru file format is exactly the same as PICO8 P8 format, except that new sections are available, like __python__, __rhai__, __wasm__, __code__ etc.

## Create

## API

The API is available for Lua/Python.
* [Graphics](#graphics)
+ [camera](#camera)
+ [circ](#circ)
+ [circfill](#circfill)
+ [clip](#clip)
+ [cls](#cls)
+ [color](#color)
+ [ellipse](#ellipse)
+ [ellipsefill](#ellipsefill)
+ [fget](#fget)
+ [font](#font)
+ [line](#line)
+ [mode](#mode)
+ [pal](#pal)
+ [palt](#palt)
+ [pget](#pget)
+ [print](#print)
+ [pset](#pset)
+ [rect](#rect)
+ [rectfill](#rectfill)
+ [sget](#sget)
+ [spr](#spr)
+ [sset](#sset)
+ [sspr](#sspr)
+ [trigon](#trigon)
* [MAP](#map)
+ [map](#map)
+ [mget](#mget)
+ [mset](#mset)
* [Math](#math)
* [Memory](#memory)
* [Mouse Input](#mouse_input)
* [Palettes](#palettes)
* [Cart Data](#cart_data)

### Graphics

#### camera

`camera([x, y])`

Set the camera position.

* _x_/_y_ are the coordinates to set the camera, and they could be optional (in this case, 0/0 will be used)

#### circ

`circ(x, y, r, [col])`

Draw a circle:
* _x_/_y_ are the coordinates
* _r_ is the radius of the circle
* _col_ is the color of the circle

#### circfill

`circfill(x, y, r, [col])`

Draw a filled circle:
* _x_/_y_ are the coordinates
* _r_ is the radius of the circle
* _col_ is the color of the circle

#### clip

`clip([x, y, w, h])`

Set a screen clipping region where:
* x/y are the coordinate
* w is the width
* h is the height

#### cls

Clear the screen.

#### color

`color(col)`

set default color

#### ellipse

`ellipse(x, y, rx, ry, [col])`

Draw an ellipse

#### ellipsefill

`ellipsefill(x, y, rx, ry, [col])`

draw filled ellipse

#### fget

`fget(n, [f])`

get values of sprite flags

#### font

`font(name)`

Change the font policy ("pico8", "bbc", "cbmII", "appleII")

#### fset

`fset(n, [f], v)`

set values of sprite flags

#### line

`line(x0, y0, x1, y1, [col])`

draw line

#### pal

`pal(c0, c1)`

Switch the color c0 to color c1.

#### palt

`palt(col, t)`

Set the transparency for color 'col', where 't' is a boolean

#### pget

`pget(x, y)`

Get the pixel color in x/y coordinate

#### print

`print (str, [x, y, [col]])`

Display a string on the screen

#### pset

`pset(x, y, col)`

Set the pixel color with the value 'col' in x/y coordinate

#### rect

`rect(x0, y0, x1, y1, [col])`

draw a rectangle

#### rectfill

`rectfill(x0, y0, x1, y1, [col])`

draw filled rectangle

#### sget

`sget(x, y)`

get spritesheet pixel colour

#### spr

`spr(n, x, y, [w, h], [flip_x], [flip_y])`

Draw a sprite:
* _n_ is the sprite number
* _x_/_y_ are the coordinate
* _w_ and _h_ specify how many sprites wide to blit and are 1/1 values by default
* _flip_x_ to flip horizontally the sprite
* _flip_y_ to flip vertically the sprite

Color 0 will be transparent by default (see "palt" API).

#### sset

`sset(x, y, [col])`

set spritesheet pixel colour

#### sspr

`sspr(sx, sy, sw, sh, dx, dy, [dw, dh], [flip_x], [flip_y])`

draw texture from spritesheet

#### trigon

`trigon(x1, y1, x2, y2, x3, y3, [col])`

draw trigon

### Keyboard Input

#### btn([i, [p]])

get button i state for player p

#### btnp([i, [p]])

only true when the button was not pressed the last frame; repeats every 4 frames after button held for 15 frames

### Map

#### map

`map(cel_x, cel_y, sx, sy, cel_w, cel_h, [layer])`

[Python: **spr_map**]

Draw map; layers from flags; sprite 0 is empty

#### mget

`mget(x, y)`

Get a map value

#### mset

`mset(x, y, v)`

Set a map value

### Math
### Memory [**WIP**]
### Mouse input [**WIP**]
### Palettes [**WIP**]
### Cart Data [**WIP**]

[github badge]: https://img.shields.io/badge/github-pikuseruconsole/pikuseru-8da0cb?style=for-the-badge&logo=github
[github link]: https://github.com/PikuseruConsole/pikuseru
[crates.io link]: https://crates.io/crates/pikuseru
[crates.io version]: https://img.shields.io/crates/v/pikuseru.svg?style=for-the-badge&logo=rust
[ci link]: https://github.com/PikuseruConsole/pikuseru/actions
[ci badge]: https://img.shields.io/github/actions/workflow/status/PikuseruConsole/pikuseru/rust.yml?branch=main&style=for-the-badge&logo=github-actions&logoColor=white