Basque is a top-down 2d game engine.
Binaries for all platforms are available under the GitHub Action here:
Too lazy to do local setup? You can give it a spin using Gitpod (no sound or key repeats though)!
↑: Move player North
→: Move player East
↓: Move player South
←: Move player West
q: Quit
e: Toggle edit mode
l: Toggle map library
Mouse button 1 (left click): Place tile
Mouse button 2 (right click): Select tile
Why not just use Godot/Unity/et cetera? Basque has a very different priority list than these engines. It is not a generic engine. There isn't much here, but it is a good starting point if you are looking to roll your own engine, here is what it does:
- Compiles cross platform (Linux/Mac/Windows, should work on BSD or Haiku as well).
- Visual map editing (with an easy to understand plain text format).
- Spritesheet animation.
- Background music.
- Scrolling.
- Collision detection.
- Some frame rate limiting.
- Accepts command line arguments (currently only for enabling fullscreen mode).
Everything that is here should not be considered a final or optimal solution, but rather, 'a good start'. At this point the engine will start becoming more specific to the game I am building, which is why I see this as the best time to open source it. Hopefully, it can be useful to others, either as a starting point, or as a guide of how to do some things with SDL2. Note that all of the code here is not necessarily the best solution to these problems, but it is a solution.
The current map system utilizes three main files:
While editing the map, you may use the visual map editor (available in DEBUG_MODE
by pressing e) or edit the text files directly. Basque checks the timestamps of the files, and will reload them if they change, you do not need to recompile or relaunch Basque to do this. map_layout.txt
also has suffixed versions created, with the intention of supporting future redo/undo functionality. The current number of versions that are kept is 100. This is of course, configurable.
map_attributes.txt
follows the following format (all items are integers):
TILE_INDEX:
{ X_CLIP, Y_CLIP }, { NORTH_BORDER, EAST_BORDER, SOUTH_BORDER, WEST_BORDER },
Comments preceded with //
in the attributes file are allowed. The other file types do not allow comments.
map_layout.txt
and map_library.txt
are comma separated integers, representing the tile indices. Newlines represent new rows.
For example:
0, 1, 2, 3, 4, 1, 5, _
27, 16, 16, 16, 16, 16, 17, _
27, 16, 16, 16, 16, 16, 17, _
27, 16, 28, 16, 16, 16, 17, _
The visual map editor (available in DEBUG_MODE
by pressing e) automatically writes the indices with even spacing. _
is a shortcut for a blank tile (the index for which is configurable under configuration.h
).
map_library.txt
is intended to be a resource for picking tiles (available in DEBUG_MODE -> EDIT_MODE
by pressing l), while editing the world map (map_layout.txt
). It has a few special properties. It will not show the player, and it always appears starting at the top left corner of the screen. It is also not editable by the map editor.
- SDL2
- SDL2_image
- SDL2_mixer
- SDL2_ttf
sudo apt-get install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev
sudo dnf install SDL2-devel SDL2_image-devel SDL2_mixer-devel SDL2_ttf-devel
sudo eopkg install sdl2-devel sdl2-image-devel sdl2-mixer-devel sdl2-ttf-devel
Or whatever the equivalent package is for your distro.
brew install sdl2 sdl2_image sdl2_mixer sdl2_ttf
nuget install sdl2.nuget -NonInteractive -ExcludeVersion -OutputDirectory C:\INCLUDE\ && nuget install sdl2_image.nuget -NonInteractive -ExcludeVersion -OutputDirectory C:\INCLUDE\ && nuget install sdl2_mixer.nuget -NonInteractive -ExcludeVersion -OutputDirectory C:\INCLUDE\ && nuget install sdl2_ttf.nuget -NonInteractive -ExcludeVersion -OutputDirectory C:\INCLUDE\
mkdir C:\INCLUDE\SDL2\
robocopy C:\INCLUDE\sdl2.nuget\build\native\include\ C:\INCLUDE\SDL2\
robocopy C:\INCLUDE\sdl2_image.nuget\build\native\include\ C:\INCLUDE\SDL2\
robocopy C:\INCLUDE\sdl2_mixer.nuget\build\native\include\ C:\INCLUDE\SDL2\
robocopy C:\INCLUDE\sdl2_ttf.nuget\build\native\include\ C:\INCLUDE\SDL2\
nuget install sdl2.nuget -NonInteractive -ExcludeVersion -OutputDirectory C:\INCLUDE\; nuget install sdl2_image.nuget -NonInteractive -ExcludeVersion -OutputDirectory C:\INCLUDE\; nuget install sdl2_mixer.nuget -NonInteractive -ExcludeVersion -OutputDirectory C:\INCLUDE\; nuget install sdl2_ttf.nuget -NonInteractive -ExcludeVersion -OutputDirectory C:\INCLUDE\
mkdir C:\INCLUDE\SDL2\; robocopy C:\INCLUDE\sdl2.nuget\build\native\include\ C:\INCLUDE\SDL2\; robocopy C:\INCLUDE\sdl2_image.nuget\build\native\include\ C:\INCLUDE\SDL2\; robocopy C:\INCLUDE\sdl2_mixer.nuget\build\native\include\ C:\INCLUDE\SDL2\; robocopy C:\INCLUDE\sdl2_ttf.nuget\build\native\include\ C:\INCLUDE\SDL2\
make
nmake
After compiling for your platform, you can launch with ./basque
(or basque.exe
on Windows). Passing -f
or --fullscreen
will launch the app in fullscreen, rather than the resolution specified in configuration.h.