You can find the original C++ project here: https://github.com/thebracket/rltk.
To use this, you will want to have a working Rust
and Cargo
setup. On Windows, rustup should get you going.
If you'd like to see a functional roguelike that uses rltk_rs
, check out Rusty Roguelike. It was built for the 2019 /r/roguelikedev does the complete roguelike tutorial event, and implements the TCOD Tutorial - but using RLTK. It started out as the home of this project, which was then spun off into a separate crate.
The examples use Cargo's built-in support for example code. E.g. To run example 1, enter: cargo run --example ex01-helloworld
.
In your Cargo.toml
file, include the following:
[dependencies]
rltk = { git = "https://github.com/thebracket/rltk_rs" }
Note: we don't do that in the example files, we use a relative path - to avoid having nested git repos.
Copy all the files from the resources
directory inside RLTK into your own resources
folder. RLTK needs to be able to load the font file and OpenGL shaders.
For the simplest possible Hello World, your source code (main.rs
) can look like this:
extern crate rltk;
use rltk::{Rltk, GameState, Console, RGB};
struct State {}
impl GameState for State {
fn tick(&mut self, ctx : &mut Rltk) {
ctx.cls();
ctx.print(1, 1, "Hello RLTK World");
}
}
fn main() {
let mut context = Rltk::init_simple8x8(80, 50, "Hello RLTK World", "resources");
let mut gs = State{ };
context.main_loop(&mut gs);
}
Example 1 - Hello World is a small example, showing off a simple 8x8 console, and the boilerplate required to make RLTK run.
Run this example with cargo run --example ex01-helloworld
from the root of the cloned repository.
Example 2 - Sparse Layers is very similar to example 1, but it adds an additional layer - in a VGA 8x16 font, and renders the FPS and frame rate to it. This illustrates how easy it is to work with layers in RLTK.
Run this example with cargo run --example ex02-sparse
from the root of the cloned repository.
Example 3 - Walking Around is the first step for a lot of roguelikes: we generate a random map (very random in this case), render the player as an @
, and move him/her/it around with the cursor keys or numpad. This illustrates the simple keyboard input mechanism, and also how to handle basic game state.
Run this example with cargo run --example ex03-walking
from the root of the cloned repository.
Example 4 - Field of View/FOV takes example 3, and adds field-of-view. To do this, it implements some traits from the RLTK library that allow it to provide helpers such as this.
Run this example with cargo run --example ex04-fov
from the root of the cloned repository.
Example 5 - Auto-explore with Dijkstra Flow Maps creates a random map, with a lot more walls. It uses RLTK's Dijkstra Flow Maps (see this article) to solve an auto-explore problem for the map. I recommend compiling this one with cargo run --release
- debug mode lacks a lot of optimizations and runs really slowly. (RLTK's Dijkstra implementation automatically uses a parallel algorithm for large numbers of targets).
Run this example with cargo run --example ex05-dijkstra --release
from the root of the cloned repository. (The --release
tells it to optimize the build; it's pretty slow without optimizations)
Example 6 - A Star with the Mouse lets you use A-Star navigation to traverse a random map. Mouse over a destination, and your path is highlighted. Click, and the little @ runs there.
Run this example with cargo run --example ex06-astar-mouse
from the root of the cloned repository.