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The original setup uses a trait to defines callbacks matching Love2D's main callbacks: load, update and draw. Then you just create a new `Game` object that is parametric on the type you define that t…
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It wouldn't be hard, but it might be extra bloat that nobody really uses. LOVE has a default font embedded, but LOVE also is a bit more of a runtime than ggez is, and has more sneaky global state tha…
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It says
```
ggez is built on the latest stable Rust compiler and distributed on .
```
Is it meant to say
```
ggez is built on the latest stable Rust compiler and distributed on crates.io.
```
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Coming from other frameworks, the methods for drawing stuff to the window might accept a graphic, position (x, y), and potentially some extended transform data (rotation, scale).
This time we have …
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But this makes life horribly inconvenient sometimes so I don't want to do it just now.
Also it really *shouldn't*, but calling `draw()` might require calling `Image::set_color_mode()` or `Image::se…
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Hi, I tried running
`cargo build --example astroblasto`
And got the following error:
```
note: ld: library not found for -lSDL2_mixer
error: Could not compile `ggez`.
```
Tried running…
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Seems to happen about 1/4 of the time on my laptop, very unreliable. Doesn't _seem_ to happen when the window is not selected.
It's something weird happening in the timing code, but it's sort of w…
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See https://github.com/AngryLawyer/rust-sdl2/issues/530
Pull request accepted, just needs to be released.
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On Linux Debian 8, using Rust stable and latest sdl2_everything
``` .rust
extern crate sdl2;
extern crate sdl2_ttf;
use sdl2::pixels::Color;
use sdl2::rwops;
use std::path::Path;
use std::io::Read;…