Rooms in the editor
Drag objects into the level, move, duplicate and undo. You see the room the way it will look in the game.
A 2D game engine for beginners. Build the levels by dragging objects, write the behavior in C++ and press Play.
Create objects, give each one a sprite and drag them into the level. The room is where the game happens.
Open the object's code in VS Code and say what it does on every step: move, shoot, collide.
Brasa compiles and opens the game in a window. Changed something? Close it, tweak it and press Play again.
#include <brasa/brasa.hpp>using namespace brasa;
class Player : public Entity {public: void onUpdate() override { if (held(Key::Left)) x -= 2; if (held(Key::Right)) x += 2;
if (pressed(Key::Space)) spawn<Bullet>(x, y - 8); }};Resources in folders, the room in the middle, the Inspector on the side and a big Play button.
Drag objects into the level, move, duplicate and undo. You see the room the way it will look in the game.
Each object is a class. You write only the events you need, with simple names like held, spawn and after.
Brasa saves everything, compiles and opens the game. If something goes wrong, the error shows up with a link to the right line.
Import a PNG, slice it into frames, drag the origin and the collision box and watch the animation play.
Follow the player, keep the camera inside the room and adjust the smoothing without writing a line of code.
The game runs at a small resolution and is scaled up without blurring. The pixels stay the way you drew them.
The project comes set up for VS Code, and each API function has a short explanation (in Portuguese, for now).
Organize the files in folders your own way. Everything is readable text that works well with Git.
Brasa is free. Download the latest version or see what's coming next.