Crystal Bindings for raylib
, a small and easy to use game development library.
As for now the bindings only support the raw function calls from raylib itself.
raymath
functions are also supported, as are infix operators for vectors,
matricies, and quaternions.
These platforms are supported out of the box and are linked statically
- 64-bit Linux
- 64-bit Windows
- Mac OS
Hopefully soon 4. Raspberry PI
- Install raylib from github
- Run
make install
in raylib - Add
raylib-cr
to yourshard.yml
dependencies like so:
dependencies:
raylib-cr:
github: sol-vin/raylib-cr
- Run
shards install
- Get programming!
- Follow the instructions at https://github.com/neatorobito/scoop-crystal to add the crystal-preview bucket to scoop
- Install crystal with
scoop install crystal
- Copy
./rsrc/native/windows/raylib
toC:\raylib
- Run in powershell
$env:LIB="${env:LIB};C:\raylib\lib"
$env:PATH="${env:PATH};C:\raylib\lib"
OR
Run in cmd
set PATH=%PATH%;C:\raylib\lib
set LIB=%LIB%;C:\raylib\lib
- Go back to your project directory. Add
raylib-cr
to yourshard.yml
:
dependencies:
raylib-cr:
github: sol-vin/raylib-cr
- Run
mkdir lib && cd lib && git clone https://github.com/sol-vin/raylib-cr
- Get programming!
require "raylib-cr"
Raylib.init_window(800, 450, "Hello World")
Raylib.set_target_fps(60)
until Raylib.close_window?
Raylib.begin_drawing
Raylib.clear_background(Raylib::RAYWHITE)
Raylib.draw_text("Hello World!", 190, 200, 20, Raylib::BLACK)
Raylib.end_drawing
end
Raylib.close_window
TODO: WRITE BUILD EXAMPLE DOCS
- Fork it (https://github.com/sol-vin/raylib-cr)
- Create your feature branch (
git checkout -b my-new-feature
) - Commit your changes (
git commit -am 'Add some feature'
) - Push to the branch (
git push origin my-new-feature
) - Create a new Pull Request
- rightbrace - Raymath & Wrapper
- b1tlet - Fog Shader
- AregevDev - creator