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Pixel - Java Game Framework

Pixel Framework

What is this repository for?

This repository contains the Pixel Framework and associated modules/dependencies.

Description

The Pixel Framework aims to provide a high performance and lightweight OpenGL 2D game development workflow. It is influenced by the popular XNA framework and is built on top of the LWJGL (Desktop) and OpenGL ES (Android).

πŸ“– For practical details on how to use this framework, please check the wiki page.

Pixel is designed to be modular and easy to extend. Check here for more details on how to use the available extensions (or how to create your own).

Examples

Check the πŸ“ demos folder for examples.

Basic example (Drawing a Sprite)
public class SingleSpriteDemo extends GameWindow {

    private Camera2D gameCamera;
    private ContentManager content;
    private SpriteBatch spriteBatch;

    private Texture spriteTex;

    public SingleSpriteDemo(GameWindowSettings settings) {
        super(settings);
    }

    @Override
    public void load() {
        // load up of resources and game utilities:
        content = ServiceProvider.create(ContentManager.class);
        spriteBatch = ServiceProvider.create(SpriteBatch.class);
        gameCamera = new Camera2D(this);

        // example of loading a texture into memory:
        spriteTex = content.load("<texture_path>", Texture.class);
        // ... or with the built-in 'texture' method: content.loadTexture(...)
    }

    @Override
    public void update(DeltaTime delta) {
        // game update logic goes here
    }

    @Override
    public void draw(DeltaTime delta) {
        // begin the spritebatch phase:
        spriteBatch.begin(gameCamera.getViewMatrix(), BlendMode.NORMAL_BLEND);

        // sprite draw/put for this drawing phase:
        spriteBatch.draw(spriteTex, Vector2.ZERO, Color.WHITE);

        // end and draw all sprites stored:
        spriteBatch.end();
    }

    @Override
    public void dispose() {
        content.dispose();
        spriteBatch.dispose();
        super.dispose();
    }
}

Looking for ECS support? Check this built-in extension!

Project structure

The framework functionality is divided into multiple modules which can be imported individually as required.

Root directory structure
.build/                         # Bundle .jar files (run 'bundle' gradle task)
.demos/                         # Feature showroom and learning examples
.extensions/                    # Extensions for the framework (optional)
    β”œβ”€β”€ ext-ecs                 # Entity component system extension
    β”œβ”€β”€ ext-ecs-extra           # ECS utility components
    β”œβ”€β”€ ext-log4j2              # Log4j2 extension
    └── ext-tween               # Tween extension
.modules/                       # The principal modules of the framework
    β”œβ”€β”€ commons                 # Common utility classes
    β”œβ”€β”€ content                 # Common Content classes (Texture, Font, Audio, ...)
    β”œβ”€β”€ core                    # Core module (GameContainer, GameSettings, Camera2D, ...)
    β”œβ”€β”€ graphics                # Graphics API module
    β”œβ”€β”€ math                    # Math module (Vector, Matrix, ...)
    └── pipeline                # Generic Pipeline processing module
.platform/
    β”œβ”€β”€ android                 # Android platform implementation (OpenGL ES)
    └── desktop                 # Desktop platform implementation (LWJGL3)
.resources/
    └── images                  # Project resource images
.build.gradle                   # Gradle build file
.settings.gradle                # Gradle settings file
Inner module structure
.modules/
    └── *module*                 # Presented file structure similar in all modules
        β”œβ”€β”€ build                # Module build directory
        β”‚   β”œβ”€β”€ docs             # Generated documentation files (run 'javadoc' gradle task)
        β”‚   └── libs             # Generated .jar files (run 'jar' gradle task)
        β”œβ”€β”€ src                  # Module Source folder
        β”‚   β”œβ”€β”€ main             # Module Main Source classes
        β”‚   └── test             # Module Test Source classes
        └── build.gradle         # Module Gradle build file (contains inner dependency definitions)

Runtime requirements

  • Java/JDK 17.x+

Development requirements

  • (All Runtime requirements)
  • Gradle 8.x+ (gradle wrapper available)

Runtime OS compatibility

For desktop, the same support as the LWJGL dependency, which includes:

  • Windows (x86, x64, arm64)
  • MacOS (x64, arm64)
  • Linux (x86, x64, arm64, arm32)

Requires OpenGL 3.3+ support.

There is also an Android platform implementation available (OpenGL ES) - Experimental.

FAQ

  1. I'm unable to run Pixel on MacOS due to system error.
    • Add -XstartOnFirstThread as a java VM Option before running your project.
  2. Is Pixel compatible with Kotlin?
    • Yes, Pixel is fully compatible with Kotlin. Check this demo for an example.
  3. Is Pixel available as a Maven dependency?
    • Yes, Pixel is available as a public Maven dependency. Click here for more details on how to import using Maven or Gradle.
  4. Is Pixel free?
    • Yes, Pixel is completely free to use and distribute as an application dependency.

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