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https://github.com/denisdefreyne/glove
Crystal framework for making games
https://github.com/denisdefreyne/glove
crystal game-engine
Last synced: about 1 month ago
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Crystal framework for making games
- Host: GitHub
- URL: https://github.com/denisdefreyne/glove
- Owner: denisdefreyne
- Archived: true
- Created: 2016-10-03T09:45:08.000Z (about 8 years ago)
- Default Branch: master
- Last Pushed: 2021-08-01T10:26:49.000Z (over 3 years ago)
- Last Synced: 2024-05-22T22:08:12.909Z (7 months ago)
- Topics: crystal, game-engine
- Language: Crystal
- Homepage: http://ddfreyne.github.io/glove
- Size: 245 KB
- Stars: 70
- Watchers: 8
- Forks: 5
- Open Issues: 2
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
- awesome-crystal - glove - A library for gaming development (Game Development)
README
[![Build status](http://img.shields.io/travis/ddfreyne/glove.svg)](https://travis-ci.org/ddfreyne/glove)
# Glove
Glove is a framework for making games. It is implemented in [Crystal](https://crystal-lang.org/).
**⚠ Caution! ⚠** Glove is experimental. Expect breaking changes. There are few tests. Do not use this for your own projects (yet). (Or do, and contribute back to Glove? That’d be cool. I’ll give you commit access. You can be one of the first people to write a proper game engine in Crystal.)
## Usage
To use this shard, add the following lines to your `shard.yml`:
```yaml
dependencies:
glove:
git: [email protected]:ddfreyne/glove.git
```Glove comes with shaders in its `shaders/` directory, which needs to be copied to where the executable is located. For example, the following will create a `target/` directory that contains the executable and the shaders directory:
```bash
rm -rf target/
mkdir -p targetcrystal build -o target/mygame src/mygame.cr
cp -r lib/glove/src/shaders target/shaders
```It is useful to let the executable `cd` to the directory it is located in, before doing anything else, so that it can find the shaders easily:
```crystal
if full_path = Process.executable_path
Dir.cd(File.dirname(full_path))
end
```The `target/` directory should also include any assets that the game needs to run; a more complete build script could therefore look as follows:
```bash
rm -rf target/
mkdir -p targetcrystal build -o target/mygame src/mygame.cr
cp -r lib/glove/src/shaders target/shaders
cp -r assets target/assets # <- added
```## Example code
Here is a trivial example that renders a card (from `assets/card.png`):
```crystal
require "glove"if full_path = Process.executable_path
Dir.cd(File.dirname(full_path))
endcard =
Glove::Entity.new.tap do |e|
e << Glove::Components::Texture.new("assets/card.png")
e << Glove::Components::Transform.new.tap do |t|
t.width = 140_f32
t.height = 190_f32
t.translate_x = 400_f32
t.translate_y = 300_f32
end
endscene =
Glove::Scene.new.tap do |scene|
scene.spaces << Glove::Space.new.tap do |space|
space.entities << card
end
endgame = Glove::EntityApp.new(800, 600, "Inari")
game.clear_color = Glove::Color::WHITE
game.replace_scene(scene)
game.run
```## Architecture
* `Glove::EntityApp` is a generic game superclass that provides functionality for handling entities, and everything associated with it. Here is how a typical game would build an instance and run the game:
```crystal
game = Glove::EntityApp.new(800, 600, "Inari")
game.clear_color = Glove::Color::WHITE
scene = Glove::Scene.new.tap do |scene|
# … build scene here …
end
game.replace_scene(scene)
game.run
```* `Glove::Entity` is a game object that is visible and/or reacts to user input.
* `Glove::Component` is a property of an entity. A common component is `Glove::Components::Transform`, which adds width, height, rotation, scale, … to an entity. Another common component is `Glove::Components::Camera`, which marks an entity as being a camera, and defines which part of a space (see below) will be rendered, with what rotation, etc.
* `Glove::Action` defines a change to an entity. It can either be instant (e.g. remove entity) or act over time (e.g. move).
* `Glove::Space` groups entities in a scene that logically belong together and can interact with each other. Entities in different spaces never interact. For example, one space might contain the game entities, and another space might contain UI elements.
* `Glove::Scene` describes a scene (such as the main menu, credits, or in-game screen). It contains one or more spaces.
* `Glove::System` describes logic for making changes to a space. A common system is a physics system, which would calculate velocities and update positions.
There are also a handful of simple data classes:
* `Glove::Color`
* `Glove::Point`
* `Glove::Quad`
* `Glove::Rect`
* `Glove::Size`
* `Glove::Vector`## Acknowledgements
This project started out by playing with [crystal-gl](https://github.com/ggiraldez/crystal-gl) by Gustavo Giráldez.