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MiniPixels

License: Apache-2.0 Language: MiniLang

Current version: 0.8.0

MiniPixels is a pixel-oriented 2D game engine prototype for MiniLang. It uses MiniLang Compiler 1.2.4 or newer and builds native Windows x64 PE and Linux x64 ELF executables.

MiniPixels focuses on a small but working 2D engine slice: native Win32 and X11 windows, a fixed logical framebuffer, OpenGL/WGL, GDI and XImage presentation, configurable keyboard/mouse actions, sprites and rotated render targets, cached asset packs with general PNG decoding, scene stacks, swept tile collision, bitmap text, multi-voice PCM audio through waveOut or ALSA, headless tests, and example projects.

Moving Sprite

API documentation

Browse the committed MiniDoc API reference, or open docs/api/html/index.html locally for the searchable offline site. Source files use //! file documentation and /// declaration comments with structured @param and @returns contracts.

Regenerate both formats, or validate the source documentation without writing output:

pwsh .\tools\generate_minidoc.ps1
pwsh .\tools\generate_minidoc.ps1 -Check

The strict minidoc.toml configuration treats documentation diagnostics as failures.

Requirements

  • Windows x64 or Linux x64 with glibc, X11 (libX11.so.6) and ALSA (libasound.so.2)
  • MiniLang Compiler 1.2.4 or newer in a sibling MiniLangCompilerPy checkout, or a Python/self-hosted compiler path passed with --compiler
  • Python 3.11 or newer for the MiniPixels CLI and compiler project cache

Expected sibling layout during local development:

MiniLangCompilerPy/
MiniPixels/

Quickstart

Build and run the Moving Sprite example:

cd MiniPixels
python tools\minipixels.py run examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py

Build without running:

python tools\minipixels.py build examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py

On Linux, the CLI selects linux-x64 automatically. Cross-compile the same ELF output from Windows by passing the target explicitly:

python tools\minipixels.py build examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py --target linux-x64
python3 tools/minipixels.py run examples/moving-sprite/minipixels.json --compiler ../MiniLangCompilerPy/mlc_win64.py
python3 tests/run_tests.py --target linux-x64
python3 tools/build_examples.py --target linux-x64

The self-hosted 1.2.4 compiler is accepted directly as well, for example --compiler ..\MiniLangCompilerML\build\mlc_win64.exe.

Build the native MiniLang CLI:

python ..\MiniLangCompilerPy\mlc_win64.py tools\minipixels_cli.ml build\tools\minipixels.exe -I src -I ..\MiniLangCompilerPy
build\tools\minipixels.exe info
build\tools\minipixels.exe validate examples\moving-sprite\minipixels.json
build\tools\minipixels.exe info examples\moving-sprite\minipixels.json
build\tools\minipixels.exe generate examples\pixel-effects\minipixels.json
build\tools\minipixels.exe generate examples\jump-and-run\minipixels.json examples\jump-and-run\build\generated\generated
build\tools\minipixels.exe new my-game platformer

On Linux, add --target linux-x64 to the compiler command and omit the .exe suffix:

python3 ../MiniLangCompilerPy/mlc_win64.py tools/minipixels_cli.ml build/tools/minipixels -I src -I ../MiniLangCompilerPy --target linux-x64
build/tools/minipixels info

The native CLI provides info, doctor, validate, generate, and new. Native generate writes a deterministic assets.mpx, importable generated.assets and generated.levels modules, sheet/audio/file helpers, and imports either MiniPixels level JSON or Tiled/TMJ. Compiler launching and SDK packaging remain in the Python project driver.

Tooling split:

Task Native MiniLang CLI Python CLI
Create a project new new
Inspect/validate manifests info, doctor, validate info, doctor, validate
Generate generated.assets image/procedural/audio/file helpers backed by assets.mpx image/procedural/audio/file helpers backed by assets.mpx
Generate generated.levels MiniPixels levels.json and Tiled JSON/TMJ MiniPixels levels.json and Tiled JSON/TMJ
Create runtime assets deterministic assets.mpx deterministic assets.mpx plus build reports
Build/run/package Not yet build, run, package, pack

Run tests:

python tests\run_tests.py

Optional window renderer smoke test:

python ..\MiniLangCompilerPy\mlc_win64.py tests\window_renderer_smoke.ml build\tests\window_renderer_smoke.exe -I src -I ..\MiniLangCompilerPy
build\tests\window_renderer_smoke.exe

Optional renderer benchmark:

python ..\MiniLangCompilerPy\mlc_win64.py benchmarks\renderer_bench.ml build\benchmarks\renderer_bench.exe -I src -I ..\MiniLangCompilerPy
build\benchmarks\renderer_bench.exe

Build all examples:

python tools\build_examples.py

Create the SDK bundle:

python tools\package_sdk.py

Minimal Game

import minipixels as mp

x = 40
y = 40

function update(game, dt)
  global x, y
  if game.input.left then x = x - (90 * dt) end if
  if game.input.right then x = x + (90 * dt) end if
  if game.input.up then y = y - (90 * dt) end if
  if game.input.down then y = y + (90 * dt) end if
end function

function render(game, canvas)
  canvas.clear(mp.rgb(20, 20, 30))
  canvas.fillRect(x, y, 16, 16, mp.rgb(255, 128, 0))
end function

function main(args)
  cfg = mp.createConfig("MiniPixels Game", 320, 180, 4)
  mp.useGpuRenderer(cfg)
  return mp.run(cfg, void, update, render, void)
end function

createConfig uses renderer = "auto" by default. On Windows that tries the OpenGL/WGL presenter first and falls back to GDI. Linux uses the X11/XImage CPU presenter; a requested GPU renderer reports opengl-unavailable-linux as its fallback reason. Use mp.useCpuRenderer(cfg) to request the native CPU path explicitly.

Presentation scaling can be selected per game:

mp.useStretchScale(cfg)  # fill the whole window
mp.useFitScale(cfg)      # keep aspect ratio
mp.useIntegerScale(cfg)  # pixel-perfect integer scaling
mp.setSmoothing(cfg, false)

Project Layout

game/
  minipixels.json
  src/
    main.ml
  assets/
    player.png

Example project file:

{
  "name": "moving-sprite",
  "main": "src/main.ml",
  "window": {
    "title": "MiniPixels Moving Sprite",
    "width": 320,
    "height": 180,
    "scale": 4
  },
  "assets": [
    {
      "id": "player",
      "type": "image",
      "path": "assets/player.png",
      "sheet": {
        "frameWidth": 32,
        "frameHeight": 32,
        "spacing": 0,
        "margin": 0
      }
    },
    {
      "id": "jumpSound",
      "type": "audio",
      "path": "assets/audio/jump.wav"
    }
  ]
}

Examples

Moving Sprite

Moving Sprite

python tools\minipixels.py run examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py

Demonstrates a PNG sprite, keyboard movement, pixel snapping, FPS in the window title, and framebuffer scaling.

Scrolling World

Scrolling World

python tools\minipixels.py run examples\scrolling-world\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py

Demonstrates tilemaps, camera scrolling, simple platform collision, world-edge clamping, parallax bands, and jump movement.

Jump and Run

Jump and Run

Jump and Run Gameplay

Jump and Run Levels

Jump and Run Sprites

python tools\minipixels.py run examples\jump-and-run\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py

Demonstrates a complete small platform game with a main menu, three levels, coins, enemies, stomp combat, exit gates, scrolling camera, sounds, animation, and compact runtime assets adapted from the GandalfHardcore 32x32 sidescroller pack.

Pixel Effects

Pixel Effects

python tools\minipixels.py run examples\pixel-effects\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py

Demonstrates direct per-pixel framebuffer manipulation from MiniLang.

Tiled Platformer

python tools\minipixels.py run examples\tiled-platformer\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py

Demonstrates the shared Tiled JSON/TMJ importer with a solid tile layer and object-layer spawn, exit, coins, and enemy patrol data.

CLI

python tools\minipixels.py new MyGame
python tools\minipixels.py info examples\moving-sprite\minipixels.json
python tools\minipixels.py doctor examples\tiled-platformer\minipixels.json
python tools\minipixels.py validate examples\moving-sprite\minipixels.json
python tools\minipixels.py generate examples\moving-sprite\minipixels.json
python tools\minipixels.py pack examples\moving-sprite\minipixels.json
python tools\minipixels.py build examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py
python tools\minipixels.py run examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py
python tools\minipixels.py package

The Python CLI validates project JSON, writes deterministic asset/level modules and assets.mpx, emits asset-report.json, and invokes the MiniLang compiler. The native MiniLang generator now covers the same runtime asset kinds and level formats. Generated audio helpers create memory-backed WAV clips, so example builds do not need loose sound files next to the executable.

Windowed Windows games built through tools\minipixels.py build or run use the GUI PE subsystem by default, so double-clicking the executable opens only the game window and no companion console. Linux builds are normal ELF executables. Use --headless for Windows console-subsystem builds that are meant to print test or tool output.

Builds use MiniLang's exact-hit incremental artifact cache by default. Use --no-incremental for a forced rebuild, --debug to enable MiniLang call profiling, --release to state the default non-instrumented mode explicitly, and --verbose to print the compiler invocation.

MPX Asset Pack Format

assets.mpx is MiniPixels' deterministic runtime asset container. It is intentionally simple: a fixed header, a compact entry table, and contiguous payload bytes.

All multi-byte integers are unsigned little-endian values.

offset  size      field
0       4         magic bytes: "MPX1"
4       4         entry count: u32
8       variable  entry table
...     variable  payload bytes

Each entry table record is:

size      field
2         asset id byte length: u16
N         asset id as UTF-8 bytes, no terminator
1         kind: u8
1         flags: u8, currently 0
4         payload offset from start of file: u32
4         payload size in bytes: u32

Current kind values:

Kind Asset type Payload
1 image or procedural non-interlaced PNG bytes
2 audio Original audio file bytes, usually WAV
3 file Original file bytes

The runtime decodes stored, fixed, and dynamic Deflate streams, PNG filters 0 through 4, grayscale, RGB, indexed, grayscale-alpha, and RGBA data. Current decoding is non-interlaced; the Python packer still emits a deterministic 8-bit RGBA profile while the native packer can retain ordinary source PNG bytes. Audio and file assets are stored byte-for-byte.

Runtime APIs:

pack = mp.openAssetPack("assets.mpx")
img = mp.loadPngFromPack(pack, "player")
raw = mp.loadBytesFromPack(pack, "coin_sfx")
kind = mp.assetKindFromPack(pack, "coin_sfx")

Mini Code Examples

Text:

mp.drawText(canvas, "LEVEL 1", 8, 8, 1, mp.rgb(255, 255, 255))
mp.drawTextCentered(canvas, "READY", 72, 2, mp.rgb(255, 220, 80))

Animation:

sheet = gen.sheet_player()
run = mp.animationFromSheet(sheet, 2, 4, 0.08)
run.play()
run.update(dt)
canvas.drawSprite(run.currentSprite(), x, y)

Camera-space drawing:

mp.drawSpriteWorld(canvas, camera, playerSprite, player.x, player.y)
mp.fillRectWorld(canvas, camera, coin.x, coin.y, 4, 4, mp.rgb(255, 220, 80))

Input and audio:

coin = mp.audioClip("assets\\audio\\coin.wav", "coin")
mixer = mp.audioMixer(4)
if mp.inputPressed(game.input, "jump") then
  mixer.playSfx(coin)
end if
mixer.setSfxVolume(80)
mixer.playMusic(mp.musicClip("assets\\audio\\theme.wav", "theme"))
mixer.stopAll()

Packed audio:

clip = gen.audio_coin_sfx()
mp.playAudio(game.audio, clip)

Engine Modules

  • minipixels: public facade and game loop
  • minipixels.graphics.canvas: framebuffer, primitives, sprite drawing
  • minipixels.graphics.font: 5x7 bitmap text helpers
  • minipixels.graphics.sprite: images, sprites, sprite sheets
  • minipixels.assets.pack: MiniPixels .mpx asset container reader
  • minipixels.assets.png: PNG decoder/encoder and screenshot support
  • minipixels.platform.windows: Win32 window, input, DIB renderer
  • minipixels.platform.linux: X11 window, input, timing, and XImage renderer
  • minipixels.input.input: buffered configurable keyboard/mouse actions
  • minipixels.world.camera: pixel-snapped 2D camera
  • minipixels.world.tilemap: tile rendering and AABB tile collisions
  • minipixels.animation.animation: frame-duration sprite animations
  • minipixels.assets.assets: generated asset registry
  • minipixels.debug.debug: counters and framebuffer hash helpers

Current Status

Implemented:

  • Native Win32 and X11 windows
  • Fixed logical resolution and resize stretch
  • CPU RGBA8888 framebuffer with direct masked-DIB GDI presentation
  • Nearest-neighbor GDI/XImage presentation and optional OpenGL/WGL presentation on Windows
  • Buffered keyboard/mouse input only while the game window has focus
  • High-resolution fixed updates, interpolation alpha, smoothed FPS/UPS, focus pause, and frame limiting
  • Safe pixel operations and primitive drawing
  • MiniPixels .mpx generation in both project pipelines with indexed runtime caches
  • General non-interlaced PNG hot-loading plus deterministic screenshot encoding
  • Native MiniLang generation for real image/procedural/audio/file assets and MiniPixels/Tiled levels
  • Runtime asset packing for image/audio/file assets
  • Cached spritesheets, animation, rotated sprites, render targets, and dirty-region GPU uploads
  • Scene stack with enter/exit/pause/resume/update/render lifecycle
  • Configurable action bindings, pointer coordinates/deltas/buttons, and wheel input
  • Multi-voice PCM WAV mixer through waveOut/ALSA with bus/clip/channel volume, pan, and looping music
  • Build-time SpriteSheet metadata and asset-report.json
  • Build-time level JSON generation through generated.levels
  • Camera, scrolling, parallax bands
  • Tilemap culling, cached frames, growable layers, and swept collision
  • Headless, framehash, PNG, PCM, lifecycle, and std.test regression tests
  • Windows and Ubuntu GitHub Actions CI for tests and example builds
  • SDK ZIP packaging with SHA256 checksum and release upload on v* tags
  • Version file, changelog, and first-game guide

Not yet implemented:

  • GPU-accelerated Linux presentation and additional Linux display protocols such as Wayland
  • Full editor tooling
  • Advanced physics or ECS

More detail is in docs/getting-started.md, docs/first-game.md, docs/manifest-reference.md, docs/examples.md, and docs/minipixels-architecture.md. Release notes are in CHANGELOG.md.