Building Your First Project with Cube2DM

Building Your First Project with Cube2DMCube2DM is a compact, flexible 2D game development framework designed for rapid prototyping and small-to-medium projects. This guide walks you step-by-step through building your first project with Cube2DM: setting up the environment, creating a basic game architecture, implementing core gameplay (player movement, collisions, simple AI), adding assets and sounds, and packaging your project for distribution.


Prerequisites

  • Basic familiarity with programming (variables, functions, control flow).
  • A development environment: a code editor (VS Code, Sublime, etc.).
  • Cube2DM SDK installed (follow the official installation steps for your OS).
  • Optional: version control (Git) and a simple graphics editor (Aseprite, GIMP, or Photoshop).

1. Project Setup

  1. Create a new project directory:

    mkdir cube2dm-first-project cd cube2dm-first-project 
  2. Initialize the Cube2DM project (replace CLI command if your installed version uses a different one):

    cube2dm init 
  3. Open the project in your editor. Typical folder structure:

  • assets/ — images, audio, fonts
  • src/ — source code
  • scenes/ — scene definitions
  • build/ — compiled output

2. Core Architecture

Cube2DM projects typically follow a component-based architecture:

  • Entities: game objects (player, enemies, items).
  • Components: reusable behaviors (physics, sprite renderer, input).
  • Systems: operate on components each frame (rendering, collision detection).
  • Scenes: collections of entities and initial settings.

Create a basic file layout:

  • src/main.cube (entry point)
  • src/player.cube (player entity & logic)
  • src/enemy.cube (enemy logic)
  • src/systems/physics.cube
  • src/systems/render.cube

Example entry point (pseudo-code):

import "scenes/level1" function main() {   window.create(800, 600, "Cube2DM Demo")   scene.load(level1)   loop.run() } 

3. Player: Input & Movement

Define a player entity with position, velocity, sprite, and input component.

player.cube (pseudo-code):

entity Player {   position: vec2(100, 300)   velocity: vec2(0, 0)   speed: 200   sprite: Sprite("assets/player.png")   collider: BoxCollider(32, 32) } system PlayerControl {   onUpdate(dt) {     dir = vec2(0, 0)     if (input.isDown("left")) dir.x -= 1     if (input.isDown("right")) dir.x += 1     if (input.isDown("up")) dir.y -= 1     if (input.isDown("down")) dir.y += 1     if (dir.length() > 0) dir = dir.normalized()     player.velocity = dir * player.speed     player.position += player.velocity * dt   } } 

4. Collisions & Physics

A simple axis-aligned bounding box (AABB) collision system keeps the player from moving through solid tiles or other colliders.

physics.cube:

system Physics {   onUpdate(dt) {     for each entity with collider and position {       // Basic movement resolution & collision checks       newPos = entity.position + entity.velocity * dt       collisions = world.queryAABB(newPos, entity.collider.size)       for each c in collisions {         if (c.isSolid) {           newPos = resolveCollision(entity, c)         }       }       entity.position = newPos     }   } } 

Collision resolution can be implemented using sweep tests or simple overlap correction.


5. Simple Enemy AI

Create a patrol enemy that moves between two points and reverses direction when reaching the bounds or colliding with walls.

enemy.cube:

entity Enemy {   position: vec2(400, 300)   speed: 100   dir: 1   patrolMin: 350   patrolMax: 450   sprite: Sprite("assets/enemy.png")   collider: BoxCollider(32, 32) } system EnemyAI {   onUpdate(dt) {     enemy.position.x += enemy.speed * enemy.dir * dt     if (enemy.position.x < enemy.patrolMin) enemy.dir = 1     if (enemy.position.x > enemy.patrolMax) enemy.dir = -1   } } 

6. Scene & Level Design

Design level tiles and collision layers. Use a simple tilemap format or an external editor (Tiled). Load the tilemap in the scene and instantiate entities.

level1.scene (pseudo-code):

scene Level1 {   tilemap: Tilemap("assets/level1.tmx")   entities: [ Player, Enemy ]   camera: Follow(Player) } 

7. Rendering & Camera

A render system draws sprites in correct order (background -> tiles -> entities -> UI). Implement a camera that follows the player with smoothing.

render.cube:

system Render {   onRender() {     camera.apply()     tilemap.draw()     for each entity with sprite {       sprite.draw(entity.position)     }     ui.draw()   } } 

8. Audio & Feedback

Add sound effects for player actions and enemy interactions. Use short WAV/OGG files in assets/audio. Example:

sound.jump = loadSound("assets/audio/jump.ogg") onJump() {   sound.play(jump) } 

9. UI and HUD

Create a simple HUD showing score and health. Use a bitmap font or system font.

ui.cube:

system UI {   onRender() {     drawText("Health: " + player.health, vec2(10, 10))     drawText("Score: " + score, vec2(10, 30))   } } 

10. Packaging & Distribution

  • Build for your target platform:
    
    cube2dm build --platform=windows 
  • Test on target devices.
  • Optionally compress assets and use a simple updater.

Tips & Next Steps

  • Use a tile editor (Tiled) for faster level creation.
  • Implement an entity pooling system for many enemies/bullets.
  • Add more advanced physics (platformer-style collisions, slopes).
  • Use Git for version control and branch often.

This walkthrough gives a practical path from empty project to playable demo. Replace pseudo-code with your project’s actual Cube2DM API calls and file formats; the architecture and examples map to most small 2D engines.

Comments

Leave a Reply

Your email address will not be published. Required fields are marked *