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authorDavid Thompson <dthompson@member.fsf.org>2013-09-24 21:06:41 -0400
committerDavid Thompson <dthompson@member.fsf.org>2013-09-24 21:06:41 -0400
commit1f1deea662da4328bf588c0642c8a90c7b1f2144 (patch)
treea7973b46b580ca2a9e8fb65f459e0004ae87b64f
parent7937b85219607a6e7755907e0752343344ed036c (diff)
Rough draft of manual.
-rw-r--r--doc/audio.texi98
-rw-r--r--doc/game.texi113
-rw-r--r--doc/graphics.texi23
-rw-r--r--doc/graphics/animation.texi84
-rw-r--r--doc/graphics/color.texi64
-rw-r--r--doc/graphics/font.texi70
-rw-r--r--doc/graphics/sprite.texi121
-rw-r--r--doc/graphics/texture.texi65
-rw-r--r--doc/graphics/tileset.texi41
-rw-r--r--doc/guile-2d.texi14
-rw-r--r--doc/introduction.texi45
-rw-r--r--doc/math.texi17
-rw-r--r--doc/math/math.texi37
-rw-r--r--doc/math/rect.texi90
-rw-r--r--doc/math/vector2.texi76
-rw-r--r--doc/scripting.texi21
-rw-r--r--doc/scripting/actions.texi76
-rw-r--r--doc/scripting/agenda.texi37
-rw-r--r--doc/scripting/coroutine.texi38
19 files changed, 1127 insertions, 3 deletions
diff --git a/doc/audio.texi b/doc/audio.texi
new file mode 100644
index 0000000..7f31f29
--- /dev/null
+++ b/doc/audio.texi
@@ -0,0 +1,98 @@
+@node Audio
+@chapter Audio
+
+Guile-2D provides a simple wrapper over SDL's mixer API for working
+with music and sound effects.
+
+@menu
+* Music
+* Samples
+@end menu
+
+@node Music
+@section Music
+
+Music objects are used for a game's background music. Only one music
+object is playing at any given time.
+
+@anchor{2d audio make-music}@defspec make-music
+@end defspec
+
+@anchor{2d audio load-music}@defun load-music filename
+Load music from FILENAME. Return #f on failure.
+
+@end defun
+
+@anchor{2d audio music?}@defspec music?
+@end defspec
+
+@anchor{2d audio music-audio}@defspec music-audio
+@end defspec
+
+@anchor{2d audio music-pause}@defun music-pause
+@end defun
+
+@anchor{2d audio music-paused?}@defun music-paused?
+@end defun
+
+@anchor{2d audio music-play}@defun music-play music
+Play MUSIC.
+
+@end defun
+
+@anchor{2d audio music-playing?}@defun music-playing?
+@end defun
+
+@anchor{2d audio music-resume}@defun music-resume
+@end defun
+
+@anchor{2d audio music-rewind}@defun music-rewind
+@end defun
+
+@anchor{2d audio music-stop}@defun music-stop
+@end defun
+
+@anchor{2d audio music-volume}@defun music-volume
+Return the volume that music is played at.
+
+@end defun
+
+@node Samples
+@section Samples
+
+Samples are short audio clips, typically sound effects. Many samples
+can be played at the same time.
+
+@anchor{2d audio make-sample}@defspec make-sample
+@end defspec
+
+@anchor{2d audio load-sample}@defun load-sample filename
+Load audio sample from FILENAME. Return #f on failure.
+
+@end defun
+
+@anchor{2d audio sample?}@defspec sample?
+@end defspec
+
+@anchor{2d audio sample-audio}@defspec sample-audio
+@end defspec
+
+@anchor{2d audio sample-play}@defun sample-play sample
+Play audio SAMPLE.
+
+@end defun
+
+@anchor{2d audio sample-volume}@defun sample-volume
+Return volume that samples are played at.
+
+@end defun
+
+@anchor{2d audio set-music-volume}@defun set-music-volume volume
+Set the volume that music is played at.
+
+@end defun
+
+@anchor{2d audio set-sample-volume}@defun set-sample-volume volume
+Set the volume that samples are played at to VOLUME.
+
+@end defun
diff --git a/doc/game.texi b/doc/game.texi
new file mode 100644
index 0000000..82d9435
--- /dev/null
+++ b/doc/game.texi
@@ -0,0 +1,113 @@
+@node Games and Scenes
+@chapter Games and Scenes
+
+In Guile-2D, games are defined declaratively. Game objects define
+things such as the title and screen resolution. Games are composed of
+many scenes, which encapsulate a particular aspect of the
+game. Examples would be a main menu, a world map, or a battle screen.
+
+@node Games
+@section Games
+
+@anchor{2d game make-game}@defun make-game [#:title] [#:resolution] [#:fullscreen] [#:first-scene]
+Return a new game. All game properties have some reasonable default
+value.
+
+@end defun
+
+@anchor{2d game define-game}@defspec define-game name kwargs ...
+Syntactic sugar over define and make-game.
+
+@end defspec
+
+@anchor{2d game game?}@defspec game?
+@end defspec
+
+@anchor{2d game game-first-scene}@defspec game-first-scene
+@end defspec
+
+@anchor{2d game game-fullscreen?}@defspec game-fullscreen?
+@end defspec
+
+@anchor{2d game game-resolution}@defspec game-resolution
+@end defspec
+
+@anchor{2d game game-title}@defspec game-title
+@end defspec
+
+@anchor{2d game run-game}@defun run-game game
+Open a window and start the game loop for GAME.
+
+@end defun
+
+@node Scenes
+@section Scenes
+
+@anchor{2d game make-scene}@defun make-scene [#:title] [#:events] [#:update] [#:draw] [#:state]
+Return a new scene. TITLE is a human readable name for the scene.
+EVENTS is an alist of event handlers. UPDATE is a procedure that
+updates the scene. DRAW is a procedure that renders the scene. STATE
+is an object that encapsulates the scene state.
+
+@end defun
+
+@anchor{2d game define-scene}@defspec define-scene name kwargs ...
+Syntactic sugar over define and make-scene. Return a procedure that
+creates a new scene.
+
+@end defspec
+
+@anchor{2d game scene?}@defspec scene?
+@end defspec
+
+@anchor{2d game scene-draw-proc}@defspec scene-draw-proc
+@end defspec
+
+@anchor{2d game scene-observer}@defspec scene-observer
+@end defspec
+
+@anchor{2d game scene-state}@defspec scene-state
+@end defspec
+
+@anchor{2d game scene-title}@defspec scene-title
+@end defspec
+
+@anchor{2d game scene-update-proc}@defspec scene-update-proc
+@end defspec
+
+@anchor{2d game current-fps}@defun current-fps
+Return the current FPS value.
+
+@end defun
+
+@anchor{2d game default-scene-events}@defun default-scene-events
+@end defun
+
+@anchor{2d game draw-scene}@defun draw-scene scene
+Draw SCENE.
+
+@end defun
+
+@anchor{2d game pop-scene}@defun pop-scene
+Exit the current scene and resume the previous scene. If there is no
+previous scene, the game loop will terminate.
+
+@end defun
+
+@anchor{2d game push-scene}@defun push-scene scene
+Pause the current scene and start SCENE upon next game tick.
+
+@end defun
+
+@anchor{2d game replace-scene}@defun replace-scene scene
+@end defun
+
+@anchor{2d game scene-trigger}@defun scene-trigger scene event-type . args
+Trigger an event on the scene observer.
+
+@end defun
+
+@anchor{2d game update-scene}@defun update-scene scene
+Update SCENE.
+
+@end defun
diff --git a/doc/graphics.texi b/doc/graphics.texi
new file mode 100644
index 0000000..62ecc6d
--- /dev/null
+++ b/doc/graphics.texi
@@ -0,0 +1,23 @@
+@node Graphics
+@chapter Graphics
+
+Graphics are a fundamental part of most computer games. Guile-2D makes
+it easy to make sprite-based games by providing all of the necessary
+primitives. Graphics are rendered via OpenGL to take advantage of
+hardware acceleration.
+
+@menu
+* Sprites::
+* Textures::
+* Animations::
+* Colors::
+* Tilesets::
+* Fonts::
+@end menu
+
+@include graphics/sprite.texi
+@include graphics/texture.texi
+@include graphics/animation.texi
+@include graphics/color.texi
+@include graphics/tileset.texi
+@include graphics/font.texi
diff --git a/doc/graphics/animation.texi b/doc/graphics/animation.texi
new file mode 100644
index 0000000..c872263
--- /dev/null
+++ b/doc/graphics/animation.texi
@@ -0,0 +1,84 @@
+@node Animations
+@section Animations
+
+Animations are sequences of textures and/or texture regions. Common
+uses for animations are to give the illusion that a character is
+walking across the screen or swinging their sword at a
+monster. Animator objects are used to control the playback of an
+animation.
+
+@anchor{2d animation animation-frame-duration}@defspec animation-frame-duration
+@end defspec
+
+@anchor{2d animation animation-frames}@defspec animation-frames
+@end defspec
+
+@anchor{2d animation animation-loop?}@defspec animation-loop?
+@end defspec
+
+@anchor{2d animation animation?}@defspec animation?
+@end defspec
+
+@anchor{2d animation animator-animation}@defspec animator-animation
+@end defspec
+
+@anchor{2d animation animator-frame}@defspec animator-frame
+@end defspec
+
+@anchor{2d animation animator-playing?}@defspec animator-playing?
+@end defspec
+
+@anchor{2d animation animator-time}@defspec animator-time
+@end defspec
+
+@anchor{2d animation animator?}@defspec animator?
+@end defspec
+
+@anchor{2d animation make-animation}@defspec make-animation
+@end defspec
+
+@anchor{2d animation animation-duration}@defun animation-duration animation
+Return the total duration of ANIMATION in ticks.
+
+@end defun
+
+@anchor{2d animation animation-frame}@defun animation-frame animation index
+Return the texture for the given frame INDEX of ANIMATION.
+
+@end defun
+
+@anchor{2d animation animation-length}@defun animation-length animation
+Return the number of frames in ANIMATION.
+
+@end defun
+
+@anchor{2d animation animator-frame-complete?}@defun animator-frame-complete? animator
+Return #t when ANIMATOR is done displaying the current frame.
+
+@end defun
+
+@anchor{2d animation animator-next!}@defun animator-next! animator
+Advance ANIMATOR to the next frame of its animation.
+
+@end defun
+
+@anchor{2d animation animator-next-frame}@defun animator-next-frame animator
+Return the next frame index for ANIMATOR.
+
+@end defun
+
+@anchor{2d animation animator-texture}@defun animator-texture animator
+Return a texture for the ANIMATOR's current frame.
+
+@end defun
+
+@anchor{2d animation animator-update!}@defun animator-update! animator
+Increment the frame time for the ANIMATOR and advance to the next frame
+when necessary.
+
+@end defun
+
+@anchor{2d animation make-animator}@defun make-animator animation
+Create a new animator for ANIMATION.
+
+@end defun
diff --git a/doc/graphics/color.texi b/doc/graphics/color.texi
new file mode 100644
index 0000000..99e69ba
--- /dev/null
+++ b/doc/graphics/color.texi
@@ -0,0 +1,64 @@
+@node Colors
+@section Colors
+
+Colors store RGBA data in OpenGL format. Each color channel has a
+value in the range [0, 1].
+
+@anchor{2d color make-color}@defspec make-color
+@end defspec
+
+@anchor{2d color color?}@defspec color?
+@end defspec
+
+@anchor{2d color color-r}@defspec color-r
+@end defspec
+
+@anchor{2d color color-g}@defspec color-g
+@end defspec
+
+@anchor{2d color color-b}@defspec color-b
+@end defspec
+
+@anchor{2d color color-a}@defspec color-a
+@end defspec
+
+@anchor{2d color use-color}@defun use-color color
+Set the current OpenGL color state to the contents of COLOR.
+
+@end defun
+
+A lot of people are used to working with colors as hexadecimal values,
+so the following procedures are provided to convert hexadecimal color
+codes into color objects.
+
+@anchor{2d color rgba}@defun rgba color-code
+Translate an RGBA format string COLOR-CODE into a color object. For
+example: #xffffffff will return a color with RGBA values 1, 1, 1, 1.
+
+@end defun
+
+@anchor{2d color rgb}@defun rgb color-code
+Translate an RGB format string COLOR-CODE into a color object. For
+example: #xffffff will return a color with RGBA values 1, 1, 1, 1.
+
+@end defun
+
+Commonly used colors are predefined for convenience.
+
+@anchor{2d color white}@defvar white
+@end defvar
+
+@anchor{2d color black}@defvar black
+@end defvar
+
+@anchor{2d color red}@defvar red
+@end defvar
+
+@anchor{2d color green}@defvar green
+@end defvar
+
+@anchor{2d color blue}@defvar blue
+@end defvar
+
+@anchor{2d color magenta}@defvar magenta
+@end defvar
diff --git a/doc/graphics/font.texi b/doc/graphics/font.texi
new file mode 100644
index 0000000..59057a2
--- /dev/null
+++ b/doc/graphics/font.texi
@@ -0,0 +1,70 @@
+@node Fonts
+@section Fonts
+
+Guile-2D can render TTF fonts via the FTGL library.
+
+@anchor{2d font font-ftgl-font}@defspec font-ftgl-font
+@end defspec
+
+@anchor{2d font font-size}@defspec font-size
+@end defspec
+
+@anchor{2d font font?}@defspec font?
+@end defspec
+
+@anchor{2d font make-font}@defspec make-font
+@end defspec
+
+@anchor{2d font set-textbox-color!}@defspec set-textbox-color!
+@end defspec
+
+@anchor{2d font set-textbox-position!}@defspec set-textbox-position!
+@end defspec
+
+@anchor{2d font set-textbox-text!}@defspec set-textbox-text!
+@end defspec
+
+@anchor{2d font textbox-alignment}@defspec textbox-alignment
+@end defspec
+
+@anchor{2d font textbox-color}@defspec textbox-color
+@end defspec
+
+@anchor{2d font textbox-font}@defspec textbox-font
+@end defspec
+
+@anchor{2d font textbox-layout}@defspec textbox-layout
+@end defspec
+
+@anchor{2d font textbox-line-length}@defspec textbox-line-length
+@end defspec
+
+@anchor{2d font textbox-position}@defspec textbox-position
+@end defspec
+
+@anchor{2d font textbox-text}@defspec textbox-text
+@end defspec
+
+@anchor{2d font textbox?}@defspec textbox?
+@end defspec
+
+@anchor{2d font draw-font}@defun draw-font font text
+Renders the string text using the given font.
+
+@end defun
+
+@anchor{2d font draw-textbox}@defun draw-textbox textbox
+Draw TEXTBOX.
+
+@end defun
+
+@anchor{2d font load-font}@defun load-font filename size
+Load a font from FILENAME with the given SIZE in points.
+
+@end defun
+
+@anchor{2d font make-textbox}@defun make-textbox font text position color alignment line-length
+Create a textbox that will draw TEXT with the given FONT, at vector
+POSITION, with ALIGNMENT, and a maximum LINE-LENGTH.
+
+@end defun
diff --git a/doc/graphics/sprite.texi b/doc/graphics/sprite.texi
new file mode 100644
index 0000000..9b20e3f
--- /dev/null
+++ b/doc/graphics/sprite.texi
@@ -0,0 +1,121 @@
+@node Sprites
+@section Sprites
+
+Sprites are typically the most important part of a 2D game. Sprites
+represent a texture with a specific color, position, rotation and
+scale. Sprites can render texture objects or animations.
+
+@anchor{2d sprite set-sprite-batch-size!}@defspec set-sprite-batch-size!
+@end defspec
+
+@anchor{2d sprite set-sprite-batch-texture!}@defspec set-sprite-batch-texture!
+@end defspec
+
+@anchor{2d sprite set-sprite-drawable!}@defspec set-sprite-drawable!
+@end defspec
+
+@anchor{2d sprite set-sprite-vertices!}@defspec set-sprite-vertices!
+@end defspec
+
+@anchor{2d sprite sprite-anchor}@defspec sprite-anchor
+@end defspec
+
+@anchor{2d sprite sprite-batch-max-size}@defspec sprite-batch-max-size
+@end defspec
+
+@anchor{2d sprite sprite-batch-size}@defspec sprite-batch-size
+@end defspec
+
+@anchor{2d sprite sprite-batch-texture}@defspec sprite-batch-texture
+@end defspec
+
+@anchor{2d sprite sprite-batch-vertices}@defspec sprite-batch-vertices
+@end defspec
+
+@anchor{2d sprite sprite-batch?}@defspec sprite-batch?
+@end defspec
+
+@anchor{2d sprite sprite-color}@defspec sprite-color
+@end defspec
+
+@anchor{2d sprite sprite-drawable}@defspec sprite-drawable
+@end defspec
+
+@anchor{2d sprite sprite-position}@defspec sprite-position
+@end defspec
+
+@anchor{2d sprite sprite-rotation}@defspec sprite-rotation
+@end defspec
+
+@anchor{2d sprite sprite-scale}@defspec sprite-scale
+@end defspec
+
+@anchor{2d sprite sprite-vertices}@defspec sprite-vertices
+@end defspec
+
+@anchor{2d sprite sprite?}@defspec sprite?
+@end defspec
+
+@anchor{2d sprite with-sprite-batch}@defspec with-sprite-batch batch body ...
+@end defspec
+
+@anchor{2d sprite animated-sprite?}@defun animated-sprite? sprite
+Return #t if SPRITE has an animation as its drawable object.
+
+@end defun
+
+@anchor{2d sprite draw-sprite}@defun draw-sprite sprite
+Render SPRITE to the screen. A sprite batch will be used if one is
+currently bound.
+
+@end defun
+
+@anchor{2d sprite load-sprite}@defun load-sprite filename [#:position] [#:scale] [#:rotation] [#:color] [#:anchor]
+Load a sprite from the file at FILENAME. See make-sprite for optional
+keyword arguments.
+
+@end defun
+
+@anchor{2d sprite make-sprite}@defun make-sprite drawable [#:position] [#:scale] [#:rotation] [#:color] [#:anchor]
+Create a new sprite object. DRAWABLE is either a texture or animation
+object. All keyword arguments are optional. POSITION is a vector2
+object with a default of (0, 0). SCALE is a vector2 object that
+describes how much DRAWABLE should be strected on the x and y axes, with
+a default of 1x scale. ROTATION is an angle in degrees with a default
+of 0. COLOR is a color object with a default of white. ANCHOR is
+either a vector2 that represents the center point of the sprite, or
+'center which will place the anchor at the center of DRAWABLE. Sprites
+are centered by default.
+
+@end defun
+
+@anchor{2d sprite make-sprite-batch}@defun make-sprite-batch [max-size]
+Creates a new sprite batch. The default max-size is 1000.
+
+@end defun
+
+@anchor{2d sprite set-sprite-anchor!}@defun set-sprite-anchor! sprite value
+@end defun
+
+@anchor{2d sprite set-sprite-color!}@defun set-sprite-color! sprite value
+@end defun
+
+@anchor{2d sprite set-sprite-position!}@defun set-sprite-position! sprite value
+@end defun
+
+@anchor{2d sprite set-sprite-rotation!}@defun set-sprite-rotation! sprite value
+@end defun
+
+@anchor{2d sprite set-sprite-scale!}@defun set-sprite-scale! sprite value
+@end defun
+
+@anchor{2d sprite sprite-batch-draw}@defun sprite-batch-draw . args
+Add a textured quad to the current sprite batch. X, Y, WIDTH, and
+HEIGHT represent the quad in pixels. ORIGIN-X and ORIGIN-Y represent
+the center point of the quad which is used for rotation. SCALE-X and
+SCALE-Y are the scaling factors for the x and y axis, respectively.
+ROTATION is the angle in degrees to rotate the quad. U, V, U2, and V2
+represent the texture coordinate region to texture the quad with. COLOR
+is a color object.
+
+@end defun
diff --git a/doc/graphics/texture.texi b/doc/graphics/texture.texi
new file mode 100644
index 0000000..2ac1503
--- /dev/null
+++ b/doc/graphics/texture.texi
@@ -0,0 +1,65 @@
+@node Textures
+@section Textures
+
+Textures are images loaded in graphics memory. Guile-2D supports many
+texture formats via the FreeImage library. A texture object can
+describe a full image or a rectangular section of an image.
+
+@anchor{2d texture make-texture}@defun make-texture id parent width height s1 t1 s2 t2
+Create a new texture object. ID is the OpenGL texture id. PARENT is a
+texture object (if this texture only represents a region of another
+texture) or #f. WIDTH and HEIGHT are the texture dimensions in pixels.
+S1, T1, S2, and T2 are the OpenGL texture coordinates representing the
+area of the texture that will be rendered.
+
+@end defun
+
+@anchor{2d texture make-texture-region}@defun make-texture-region texture x y width height
+Creates new texture region object. TEXTURE is the region's parent
+texture. X, Y, WIDTH, and HEIGHT represent the region of the texture
+that will be rendered, in pixels.
+
+@end defun
+
+@anchor{2d texture load-texture}@defun load-texture filename
+Load a texture from an image file at FILENAME.
+
+@end defun
+
+@anchor{2d texture texture?}@defspec texture?
+@end defspec
+
+@anchor{2d texture texture-region?}@defun texture-region? texture
+Return #t if TEXTURE has a parent texture.
+
+@end defun
+
+@anchor{2d texture texture-id}@defspec texture-id
+@end defspec
+
+@anchor{2d texture texture-width}@defspec texture-width
+@end defspec
+
+@anchor{2d texture texture-height}@defspec texture-height
+@end defspec
+
+@anchor{2d texture texture-s1}@defspec texture-s1
+@end defspec
+
+@anchor{2d texture texture-t1}@defspec texture-t1
+@end defspec
+
+@anchor{2d texture texture-s2}@defspec texture-s2
+@end defspec
+
+@anchor{2d texture texture-t2}@defspec texture-t2
+@end defspec
+
+@anchor{2d texture surface->texture}@defvar surface->texture
+[unbound!]
+@end defvar
+
+@anchor{2d texture draw-texture}@defun draw-texture texture x y [color]
+Render a textured quad in GL immediate mode.
+
+@end defun
diff --git a/doc/graphics/tileset.texi b/doc/graphics/tileset.texi
new file mode 100644
index 0000000..1f229dc
--- /dev/null
+++ b/doc/graphics/tileset.texi
@@ -0,0 +1,41 @@
+@node Tilesets
+@section Tilesets
+
+In most 2D games, the game world is composed of many small,
+rectangular pieces called tiles. In Guile-2D, tilesets are used to
+encapsulate a group of uniformly sized texture regions that come from
+a single parent texture.
+
+@anchor{2d tileset make-tileset}@defun make-tileset texture width height [#:margin] [#:spacing]
+Return a new tileset that is built by splitting TEXTURE into tiles.
+
+@end defun
+
+@anchor{2d tileset load-tileset}@defun load-tileset filename width height [#:margin] [#:spacing]
+Return a new tileset that is built by loading the texture at FILENAME
+and splitting the texture into tiles.
+
+@end defun
+
+@anchor{2d tileset tileset?}@defspec tileset?
+@end defspec
+
+@anchor{2d tileset tileset-tiles}@defspec tileset-tiles
+@end defspec
+
+@anchor{2d tileset tileset-width}@defspec tileset-width
+@end defspec
+
+@anchor{2d tileset tileset-height}@defspec tileset-height
+@end defspec
+
+@anchor{2d tileset tileset-margin}@defspec tileset-margin
+@end defspec
+
+@anchor{2d tileset tileset-spacing}@defspec tileset-spacing
+@end defspec
+
+@anchor{2d tileset tileset-ref}@defun tileset-ref tileset i
+Return the tile texture of TILESET at index I.
+
+@end defun
diff --git a/doc/guile-2d.texi b/doc/guile-2d.texi
index c05bc26..8789f1d 100644
--- a/doc/guile-2d.texi
+++ b/doc/guile-2d.texi
@@ -27,9 +27,9 @@ The document was typeset with
@end copying
@titlepage
-@title Guile-2D
+@title Guile-2D 0.1
@subtitle Guile-2D is a 2D game development framework for GNU Guile
-@author David Thompson <dave@izanagi>
+@author David Thompson <dthompson@@member.fsf.org>
@page
@vskip 0pt plus 1filll
@insertcopying
@@ -50,11 +50,21 @@ The document was typeset with
* Copying This Manual::
* Index::
* Introduction::
+* Games and Scenes::
+* Graphics::
+* Audio::
+* Scripting::
+* Math::
@end menu
@c Update all node entries with `C-c C-u C-n'.
@c Insert new nodes with `C-c C-c n'.
@include introduction.texi
+@include game.texi
+@include graphics.texi
+@include audio.texi
+@include scripting.texi
+@include math.texi
@node Copying This Manual
@appendix Copying This Manual
diff --git a/doc/introduction.texi b/doc/introduction.texi
index 0629a37..c833bf1 100644
--- a/doc/introduction.texi
+++ b/doc/introduction.texi
@@ -3,4 +3,47 @@
Guile-2D is a 2D game development framework for GNU Guile. Guile-2D
aims to be simple for beginners to learn and to provide users with all
-of the necessary tools for making 2D computer games.
+of the necessary tools for making 2D computer games, such as: Sprites,
+tilesets, audio, scripting, and collision detection.
+
+This manual is a work in progress. You will find that it is lacking in
+many areas. If Guile-2D interests you, please consider helping to
+improve the documentation.
+
+@menu
+* Goals
+* The Game Loop
+@end menu
+
+@node Purpose
+@section Purpose
+
+There are many existing game libraries and engines already, so why
+make another one? Well, I, the author, believe that GNU Guile is a
+fantastic Scheme implementation with a great purpose: to bring
+practical user freedom to the GNU system via Emacs-like
+extensibility. There are many libraries available to make games with
+languages such as Python, Java, and Lua, but there isn't much out
+there for Scheme. Guile-2D aims to change that.
+
+I originally set out on the journey to write a game in C with a Scheme
+scripting layer. A year later, I've decided that it would be best to
+create an generic game framework in order to give back to the Guile
+community and help promote Guile to game developers.
+
+Guile-2D draws much inspiration from existing game libraries for
+other, more popular programming languages. Pygame, pyglet, and love2d
+are very beginner friendly, and Guile-2D hopes to translate their good
+ideas into the Scheme world.
+
+@node The Game Loop
+@section The Game Loop
+
+The game loop is so fundamental that it has to be discussed
+immediately, so as to avoid any confusion about how it
+operates. Guile-2D's game loop operates on a fixed-timestep of 1/60th
+of a second. Time is measured in frames rather in seconds to avoid the
+pitfalls of a variable time-based approach. Though the update rate is
+fixed, the frame-rate is not. Guile-2D will render at as high of a
+framerate as it can. Keyboard and mouse input is polled during every
+update and events are emitted to the relevant callbacks.
diff --git a/doc/math.texi b/doc/math.texi
new file mode 100644
index 0000000..1398eda
--- /dev/null
+++ b/doc/math.texi
@@ -0,0 +1,17 @@
+@node Math
+@chapter Math
+
+Games typically require a lot of linear algebra and trigonometry in
+order to function. Guile-2D provides modules to perform 2D vector
+math, degree to/from radian conversions, and axis-aligned bounding box
+collision tests.
+
+@menu
+* Vectors
+* Rectangles
+* Miscellaneous
+@end menu
+
+@include math/vector2.texi
+@include math/rect.texi
+@include math/math.texi
diff --git a/doc/math/math.texi b/doc/math/math.texi
new file mode 100644
index 0000000..12330f9
--- /dev/null
+++ b/doc/math/math.texi
@@ -0,0 +1,37 @@
+@node Miscellaneous
+@section Miscellaneous
+
+Miscellaneous math procedures.
+
+@anchor{2d math pi}@defvar pi
+@end defvar
+
+@anchor{2d math degrees->radians}@defun degrees->radians angle
+Convert ANGLE in degrees to radians.
+
+@end defun
+
+@anchor{2d math radians->degrees}@defun radians->degrees angle
+Convert ANGLE in radians to degrees.
+
+@end defun
+
+@anchor{2d math sin-degrees}@defun sin-degrees angle
+Compute the sin of ANGLE expressed in degrees.
+
+@end defun
+
+@anchor{2d math cos-degrees}@defun cos-degrees angle
+Compute the cosine of ANGLE expressed in degrees.
+
+@end defun
+
+@anchor{2d math tan-degrees}@defun tan-degrees angle
+Compute the tangent of ANGLE expressed in degrees.
+
+@end defun
+
+@anchor{2d math atan-degrees}@defun atan-degrees y x
+Compute the arctangent in degrees of the coordinates Y and X.
+
+@end defun
diff --git a/doc/math/rect.texi b/doc/math/rect.texi
new file mode 100644
index 0000000..62477ea
--- /dev/null
+++ b/doc/math/rect.texi
@@ -0,0 +1,90 @@
+@node Rectangles
+@section Rectangles
+
+Rects are axis-aligned bounding boxes that can be used for performing
+simple collision detection.
+
+@anchor{2d rect make-rect}@defspec make-rect
+@end defspec
+
+@anchor{2d rect rect?}@defspec rect?
+@end defspec
+
+@anchor{2d rect rect-x}@defspec rect-x
+@end defspec
+
+@anchor{2d rect rect-y}@defspec rect-y
+@end defspec
+
+@anchor{2d rect rect-x2}@defun rect-x2 rect
+@end defun
+
+@anchor{2d rect rect-y2}@defun rect-y2 rect
+@end defun
+
+@anchor{2d rect rect-center-x}@defun rect-center-x rect
+@end defun
+
+@anchor{2d rect rect-center-y}@defun rect-center-y rect
+@end defun
+
+@anchor{2d rect rect-half-width}@defun rect-half-width rect
+@end defun
+
+@anchor{2d rect rect-half-height}@defun rect-half-height rect
+@end defun
+
+@anchor{2d rect rect-width}@defspec rect-width
+@end defspec
+
+@anchor{2d rect rect-height}@defspec rect-height
+@end defspec
+
+@anchor{2d rect rect-position}@defun rect-position rect
+Return the top-left corner of RECT as a vector2.
+
+@end defun
+
+@anchor{2d rect rect-size}@defun rect-size rect
+Return the size of RECT as a vector2.
+
+@end defun
+
+@anchor{2d rect rect-move}@defun rect-move rect v
+Create a new rectangle by moving RECT by the given offset. rect-move
+accepts a vector2 or x and y coordinates as separate arguments.
+
+@end defun
+
+@anchor{2d rect rect-inflate}@defun rect-inflate rect v
+Create a new rectangle by growing RECT by the given amount without
+changing the center point. rect-inflate accepts a vector2 or x and y
+coordinates as separate arguments.
+
+@end defun
+
+@anchor{2d rect rect-union}@defun rect-union rect1 rect2
+Return a rect that covers the area of RECT1 and RECT2.
+
+@end defun
+
+@anchor{2d rect rect-clip}@defun rect-clip rect1 rect2
+Return the overlapping region of RECT1 and RECT2. If the rects do not
+overlap, a rect of size 0 is returned.
+
+@end defun
+
+@anchor{2d rect rect-within?}@defun rect-within? rect1 rect2
+Return #t if RECT2 is completely within RECT1.
+
+@end defun
+
+@anchor{2d rect rect-intersects?}@defun rect-intersects? rect1 rect2
+Return #t if RECT2 overlaps RECT1.
+
+@end defun
+
+@anchor{2d rect rect-contains?}@defun rect-contains? rect v
+Return #t if the given point is within RECT.
+
+@end defun
diff --git a/doc/math/vector2.texi b/doc/math/vector2.texi
new file mode 100644
index 0000000..13c2f80
--- /dev/null
+++ b/doc/math/vector2.texi
@@ -0,0 +1,76 @@
+@node Vectors
+@section Vectors
+
+2D vector math operations. Vector objects are of type vector2 to avoid
+confusion with regular Scheme vectors.
+
+@anchor{2d vector2 vector2}@defspec vector2
+@end defspec
+
+@anchor{2d vector2 vector2?}@defspec vector2?
+@end defspec
+
+@anchor{2d vector2 vx}@defspec vx
+@end defspec
+
+@anchor{2d vector2 vy}@defspec vy
+@end defspec
+
+@anchor{2d vector2 null-vector2}@defvar null-vector2
+@end defvar
+
+@anchor{2d vector2 identity-vector2}@defvar identity-vector2
+@end defvar
+
+@anchor{2d vector2 vector2-polar}@defun vector2-polar r theta
+Convert the polar coordinates (R, THETA) into a cartesian vector.
+
+@end defun
+
+@anchor{2d vector2 v+}@defun v+ . vectors
+Return the sum of all VECTORS.
+
+@end defun
+
+@anchor{2d vector2 v*}@defun v* . vectors
+Return the product of all VECTORS.
+
+@end defun
+
+@anchor{2d vector2 vscale}@defun vscale v scalar
+Multiply the vector V by a scalar value.
+
+@end defun
+
+@anchor{2d vector2 vmag}@defun vmag v
+Return the magnitude of the vector V.
+
+@end defun
+
+@anchor{2d vector2 vnorm}@defun vnorm v
+Normalize the vector V.
+
+@end defun
+
+@anchor{2d vector2 vdot}@defun vdot v1 v2
+Return the dot product of the vectors V1 and V2.
+
+@end defun
+
+@anchor{2d vector2 vcross}@defun vcross v1 v2
+Return the cross product of the vectors V1 and V2. Technically, the
+cross product of a 2D vector is not defined. This function instead
+returns the Z coordinate of the cross product as if the vectors were in
+3D space.
+
+@end defun
+
+@anchor{2d vector2 vector2-translate}@defun vector2-translate v
+Perform an OpenGL translate operation with the vector V.
+
+@end defun
+
+@anchor{2d vector2 vector2-scale}@defun vector2-scale v
+Perform an OpenGL scale operation with the vector V.
+
+@end defun
diff --git a/doc/scripting.texi b/doc/scripting.texi
new file mode 100644
index 0000000..951fe2d
--- /dev/null
+++ b/doc/scripting.texi
@@ -0,0 +1,21 @@
+@node Scripting
+@chapter Scripting
+
+The ability to write scripts is very important for most games. Scripts
+are short programs that modify game state. In an RPG, one might want
+to write a script that causes an NPC to walk up to the player and
+begin a conversation with them. Guile-2D allows for easy, linear
+script writing by using cooperative multitasking, also known as
+coroutines. Agendas are used to schedule scripts to be run at distinct
+points in game time, and actions provide an API to describe
+transformations that happen over a period of game time.
+
+@menu
+* Coroutines
+* Agendas
+* Actions
+@end menu
+
+@include scripting/coroutine.texi
+@include scripting/agenda.texi
+@include scripting/actions.texi
diff --git a/doc/scripting/actions.texi b/doc/scripting/actions.texi
new file mode 100644
index 0000000..96b0c3c
--- /dev/null
+++ b/doc/scripting/actions.texi
@@ -0,0 +1,76 @@
+@node Actions
+@section Actions
+
+Actions are composable procedures that perform an operation over a
+period of game time. Action objects have two properties: an arbitrary
+procedure and a duration in game ticks. Action procedures accept one
+argument: a time delta in the range [0, 1]. Use actions in combination
+with coroutines for things that are a function of time, such as moving
+a sprite across the screen.
+
+@anchor{2d actions make-action}@defun make-action proc duration
+Create a new action object that takes DURATION updates to complete. PROC
+is a procedure that takes a value in the range [0, 1] as its only
+argument. An error is thrown if DURATION is 0.
+
+@end defun
+
+@anchor{2d actions action?}@defspec action?
+@end defspec
+
+@anchor{2d actions null-action}@defvar null-action
+[unbound!]
+@end defvar
+
+@anchor{2d actions null-action?}@defvar null-action?
+[unbound!]
+@end defvar
+
+@anchor{2d actions action-duration}@defspec action-duration
+@end defspec
+
+@anchor{2d actions action-proc}@defspec action-proc
+@end defspec
+
+@anchor{2d actions perform-action}@defun perform-action action
+Execute ACTION. `perform-action` must be called from within a
+coroutine, as it yields back to the agenda after each step.
+
+@end defun
+
+@anchor{2d actions schedule-action}@defun schedule-action action
+Schedules a coroutine in the current agenda that will perform ACTION on
+the next update.
+
+@end defun
+
+@anchor{2d actions action-cons}@defun action-cons a1 a2
+Return an action that performs A1 first, followed by A2.
+
+@end defun
+
+@anchor{2d actions action-list}@defun action-list . actions
+Return an action that performs every action in the list ACTIONS.
+
+@end defun
+
+@anchor{2d actions action-parallel}@defun action-parallel . actions
+Perform every action in the list ACTIONS in parallel.
+
+@end defun
+
+@anchor{2d actions action-repeat}@defun action-repeat n action
+Return an action that will perform ACTION N times.
+
+@end defun
+
+@anchor{2d actions idle}@defun idle duration
+Return an action that does nothing.
+
+@end defun
+
+@anchor{2d actions lerp}@defun lerp proc start end duration
+Linearly interpolate a number from START to END that takes DURATION
+updates. Apply PROC to the linearly interpolated at each step.
+
+@end defun
diff --git a/doc/scripting/agenda.texi b/doc/scripting/agenda.texi
new file mode 100644
index 0000000..2954c15
--- /dev/null
+++ b/doc/scripting/agenda.texi
@@ -0,0 +1,37 @@
+@node Agendas
+@section Agendas
+
+Agendas are used to schedule procedures to be called at distinct
+points in game time.
+
+@anchor{2d agenda make-agenda}@defun make-agenda
+Create a new, empty agenda.
+
+@end defun
+
+@anchor{2d agenda with-agenda}@defspec with-agenda agenda body ...
+@end defspec
+
+@anchor{2d agenda agenda-schedule}@defun agenda-schedule thunk [delay]
+Schedule THUNK in the current agenda to run after DELAY updates (1 by
+default).
+
+@end defun
+
+@anchor{2d agenda agenda-schedule-interval}@defun agenda-schedule-interval thunk [interval] [delay]
+Schedule THUNK in the current agenda to run after DELAY updates and run
+every INTERVAL updates thereafter. Both DELAY and INTERVAL default to
+1. Simply pass THUNK and nothing else to schedule THUNK to be run upon
+every update.
+
+@end defun
+
+@anchor{2d agenda update-agenda}@defun update-agenda
+Update the current agenda.
+
+@end defun
+
+@anchor{2d agenda clear-agenda}@defun clear-agenda
+Clear the current agenda.
+
+@end defun
diff --git a/doc/scripting/coroutine.texi b/doc/scripting/coroutine.texi
new file mode 100644
index 0000000..75723da
--- /dev/null
+++ b/doc/scripting/coroutine.texi
@@ -0,0 +1,38 @@
+@node Coroutines
+@section Coroutines
+
+Coroutines are the building block for cooperative multitasking. When
+used with agendas, they are a powerful mechanism for writing game
+scripts.
+
+@anchor{2d coroutine coroutine}@defun coroutine thunk
+Calls a procedure that can yield a continuation.
+
+@end defun
+
+@anchor{2d coroutine colambda}@defspec colambda args body ...
+Syntacic sugar for a lambda that is run as a coroutine.
+
+@end defspec
+
+@anchor{2d coroutine codefine}@defspec codefine (name ...) . body
+Syntactic sugar for defining a procedure that is run as a coroutine.
+
+@end defspec
+
+@anchor{2d coroutine codefine*}@defspec codefine* (name ...) . body
+Syntactic sugar for defining a procedure with optional and keyword
+arguments that is run as a coroutine.
+
+@end defspec
+
+@anchor{2d coroutine wait}@defun wait [delay]
+Yield coroutine and schdule the continuation to be run after DELAY
+ticks.
+
+@end defun
+
+@anchor{2d coroutine yield}@defun yield callback
+Yield continuation to a CALLBACK procedure.
+
+@end defun