The official Piston Window for the Piston game engine
To install the Piston runtime for Dyon, type the following in the Terminal:
cargo install piston_window --features="batteries" --example piston
To run scripts, type:
piston <my_game.dyon>
For extending the API with your own features, see the "piston_script" module.
use piston_window::*;
fn main() {
let mut window: PistonWindow =
WindowSettings::new("Hello World!", [512; 2])
.build().unwrap();
while let Some(e) = window.next() {
window.draw_2d(&e, |c, g, _| {
use graphics::*;
clear([0.5, 0.5, 0.5, 1.0], g);
rectangle([1.0, 0.0, 0.0, 1.0], // red
[0.0, 0.0, 100.0, 100.0], // rectangle
c.transform, g);
});
}
}Save the following in a file "hello_world.dyon":
fn main() {
set_window(title: "Piston example: hello_world.dyon")
println("Hit any button to swap the font")
font := font_fira_sans_regular()
~ draw_list := []
loop {
if !next_event() {break}
if render() {
clear(color: #ffffff)
text(font: font, color: #000000, size: 40, pos: (100, 100),
string: "Hello world!")
draw(draw_list)
clear(mut draw_list)
}
if press() {
if font == font_fira_sans_regular() {
font = font_hack_regular()
} else {
font = font_fira_sans_regular()
}
}
}
}
font_fira_sans_regular() = 0
font_hack_regular() = 1
Run it using the command:
piston "hello_world.dyon"
Hit any button to swap the font.
If you want to dive into the world of Piston, then you can start here.
The purpose of this library is to provide an easy-to-use, simple-to-get-started and convenient-for-applications API for Piston.
Sets up:
- piston for the Piston framework
- piston-texture for generic textures
- piston2d-graphics for 2D graphics
- piston2d-wgpu_graphics for 2D rendering
- wgpu for 3D rendering
With the Cargo feature "batteries" turned on:
- A "piston_script" module for Dyon scripting with the Piston game engine
- bevy for Entity-Component-System (ECS) paradigm
- camera_controllers for 3D camera
- collada for a popular 3D asset format
- dyon for scripting
- find_folder for searching for a folder from current directory
- gltf for a popular and efficient 3D asset format for game engines
- image for reading and saving image formats
- kira for Audio
- nalgebra for Linear Algebra
- piston-ai_behavior for AI behavior trees
- piston-button_controller for UI button logic
- pistoncore-winit_window as window back-end
- piston_meta for Meta-Parsing (human readable documents)
- piston2d-deform_grid for deforming textures in 2D
- piston2d-drag_controller for mouse drag logic
- piston2d-sprite for 2D sprite animation
- rand for generating random numbers
- rapier2d for 2D physics
- rapier3d for 3D physics
- texture_packer for texture packing
- turbine_scene3d-wgpu for WGPU backend for Turbine-Scene3D
- turbine for 3D content production
- vecmath for vector math
- wavefront_obj for a popular 3D asset format
- winit for platform window features
To enable the "batteries" feature, you add the following in "Cargo.toml":
piston_window = { version = "*", features = ["batteries"] }
These libraries are simply reexported under "piston_window::*", e.g. "piston_window::dyon". This means you can add one dependency in your project and get a reasonable set of libraries to build your game.
Notice that some of these libraries have turned off certain features to reduce the number of dependencies. Consult the Cargo documentation to learn how to include more features per dependency.
The impl of BuildFromWindowSettings in this library turns on
WindowSettings::srgb, because it is more backward compatible.
Most images such as those found on the internet use sRGB, that has a non-linear gamma corrected space. When rendering 3D, make sure textures and colors are in linear gamma space to get correct color transformation. Consult the WGPU documentation to learn more about how to do this properly.
For more information about sRGB, see PistonDevelopers/piston#1014
This library is meant to be used in applications only. It is not meant to be depended on by generic libraries. Instead, libraries should depend on the lower abstractions, such as the Piston core.
Ideas or feedback? Open up an issue here.