Supported Platforms:
- Linux
- Windows
- MacOS
- WASM (Awaiting few WASM backend from Jetbrains)
You don't need to have Raylib installed on your system to use KaylibKit.
KaylibKit has its own Gradle package hosted on Codeberg as the previous usage of klibs
is now broken.
To add KaylibKit as a dependency to your project, firstly you have to add Codeberg URL to Maven Repository:
repositories {
mavenCentral()
maven { url = uri("https://codeberg.org/api/packages/Kenta/maven") }
}
Now that Maven is aware of KaylibKit, we can simply add it as a dependency:
//Windows
implementation("com.prism-architect:KaylibKit-mingwx64:1.0.5")
//Linux:
implementation("com.prism-architect:KaylibKit-linuxx64:1.0.5")
//macOS Intel:
implementation("com.prism-architect:KaylibKit-macosx64:1.0.5")
//macOS ARM:
implementation("com.prism-architect:KaylibKit-macosarm64:1.0.5")
You're now done and ready to play with KaylibKit!
resourcePath
was added because, well, Kotlin/Native doesn't play as nice as Java when it comes to handling resources in your Raylib application/game. So, what's the deal? It's a necessary feature that simply hands you the path to a folder called 'resources' that hangs out in the same spot as your app's executable.
Let's say you're loading a texture; all you have to do is ensure that a folder named resources is in the same folder as your executable, alongside your asset added to the said folder 'resources'.
Now simply call
loadTexture($resourcePath/myTexture.png)
That is all. resourcePath
simplifies it all for you.
In the future we will plan to add ability to change the folder name as currently it's hardcoded to be named 'resources'