From 03072ef67af0623758a660e2cd3fb5e153133efa Mon Sep 17 00:00:00 2001 From: David Thompson Date: Wed, 24 May 2023 08:09:03 -0400 Subject: Update chickadee manual. --- manuals/chickadee/API-Reference.html | 38 +- manuals/chickadee/Agendas.html | 66 +-- manuals/chickadee/Apache-2_002e0-License.html | 305 +++++++++++ manuals/chickadee/Array-Lists.html | 40 +- manuals/chickadee/Audio-Files.html | 40 +- manuals/chickadee/Audio.html | 44 +- manuals/chickadee/Basics.html | 38 +- manuals/chickadee/Bezier-Curves.html | 40 +- manuals/chickadee/Buffers.html | 130 ++--- manuals/chickadee/Channels.html | 62 +-- manuals/chickadee/Colors.html | 62 +-- manuals/chickadee/Command-Line-Interface.html | 38 +- manuals/chickadee/Copying-This-Manual.html | 40 +- manuals/chickadee/Data-Structures.html | 38 +- manuals/chickadee/Easings.html | 38 +- manuals/chickadee/Fonts.html | 56 +- manuals/chickadee/Framebuffers.html | 38 +- .../chickadee/GNU-Free-Documentation-License.html | 566 --------------------- manuals/chickadee/Getting-Started.html | 88 ++-- manuals/chickadee/Graphics.html | 40 +- manuals/chickadee/Grids.html | 40 +- manuals/chickadee/Heaps.html | 38 +- manuals/chickadee/Index.html | 94 ++-- manuals/chickadee/Input-Devices.html | 38 +- manuals/chickadee/Installation.html | 38 +- manuals/chickadee/Invoking-chickadee-bundle.html | 54 +- manuals/chickadee/Invoking-chickadee-play.html | 50 +- manuals/chickadee/Kernel.html | 38 +- manuals/chickadee/Lights.html | 40 +- manuals/chickadee/Live-Coding.html | 54 +- manuals/chickadee/Math.html | 38 +- manuals/chickadee/Matrices.html | 58 +-- manuals/chickadee/Meshes.html | 44 +- manuals/chickadee/Models.html | 68 +-- manuals/chickadee/Particles.html | 58 +-- manuals/chickadee/Path-Finding.html | 66 +-- manuals/chickadee/Quadtrees.html | 40 +- manuals/chickadee/Quaternions.html | 38 +- manuals/chickadee/Queues.html | 38 +- manuals/chickadee/Rectangles.html | 40 +- manuals/chickadee/Render-Settings.html | 40 +- manuals/chickadee/Rendering-Engine.html | 48 +- manuals/chickadee/Requirements.html | 38 +- manuals/chickadee/Scripting.html | 38 +- manuals/chickadee/Scripts.html | 70 +-- manuals/chickadee/Shaders.html | 70 +-- manuals/chickadee/Skyboxes.html | 38 +- manuals/chickadee/Sources.html | 40 +- manuals/chickadee/Sprites.html | 40 +- manuals/chickadee/Textures.html | 40 +- manuals/chickadee/The-Environment.html | 38 +- manuals/chickadee/The-Game-Loop.html | 94 +++- manuals/chickadee/The-Listener.html | 38 +- manuals/chickadee/Tile-Maps.html | 40 +- manuals/chickadee/Tweening.html | 48 +- manuals/chickadee/Vector-Paths.html | 62 +-- manuals/chickadee/Vectors.html | 44 +- manuals/chickadee/Viewports.html | 41 +- manuals/chickadee/Window-Manipulation.html | 38 +- manuals/chickadee/index.html | 42 +- 60 files changed, 1763 insertions(+), 1963 deletions(-) create mode 100644 manuals/chickadee/Apache-2_002e0-License.html delete mode 100644 manuals/chickadee/GNU-Free-Documentation-License.html (limited to 'manuals') diff --git a/manuals/chickadee/API-Reference.html b/manuals/chickadee/API-Reference.html index 7ccd8b2..4b69116 100644 --- a/manuals/chickadee/API-Reference.html +++ b/manuals/chickadee/API-Reference.html @@ -1,6 +1,6 @@ - - + --> + - + API Reference (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Previous: , Up: Top   [Contents][Index]

-
+

5 API Reference

diff --git a/manuals/chickadee/Agendas.html b/manuals/chickadee/Agendas.html index f6acd57..51be160 100644 --- a/manuals/chickadee/Agendas.html +++ b/manuals/chickadee/Agendas.html @@ -1,6 +1,6 @@ - - + --> + - +Agendas (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Up: Scripting   [Contents][Index]

-
+

5.5.1 Agendas

To schedule a task to be performed later, an “agenda” is used. @@ -93,15 +93,15 @@ additional agendas may be created for different purposes. The following example prints the text “hello” when the agenda has advanced to time unit 10.

-
-
(at 10 (display "hello\n"))
+
+
(at 10 (display "hello\n"))
 

Most of the time it is more convenient to schedule tasks relative to the current time. This is where after comes in handy:

-
-
(after 10 (display "hello\n"))
+
+
(after 10 (display "hello\n"))
 

Time units in the agenda are in no way connected to real time. It’s @@ -109,9 +109,9 @@ up to the programmer to decide what agenda time means. A simple and effective approach is to map each call of the update procedure (see Kernel) to 1 unit of agenda time, like so:

-
-
(define (update dt)
-  (update-agenda 1))
+
+
(define (update dt)
+  (update-agenda 1))
 

It is important to call update-agenda periodically, otherwise @@ -124,13 +124,13 @@ a simple matter of not updating the world’s agenda while continuing to update the user interface’s agenda. The current agenda is dynamically scoped and can be changed using the with-agenda special form:

-
-
(define game-world-agenda (make-agenda))
+
+
(define game-world-agenda (make-agenda))
 
-(with-agenda game-world-agenda
-  (at 60 (spawn-goblin))
-  (at 120 (spawn-goblin))
-  (at 240 (spawn-goblin-king)))
+(with-agenda game-world-agenda
+  (at 60 (spawn-goblin))
+  (at 120 (spawn-goblin))
+  (at 240 (spawn-goblin-king)))
 
@@ -211,7 +211,7 @@ registered conditions are met. (returns a value other than #f.)

-
+

Next: , Up: Scripting   [Contents][Index]

diff --git a/manuals/chickadee/Apache-2_002e0-License.html b/manuals/chickadee/Apache-2_002e0-License.html new file mode 100644 index 0000000..361c858 --- /dev/null +++ b/manuals/chickadee/Apache-2_002e0-License.html @@ -0,0 +1,305 @@ + + + + + + +Apache 2.0 License (The Chickadee Game Toolkit) + + + + + + + + + + + + + + + + + + + + +
+

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Unless required by applicable law or agreed to in writing, software +distributed under the License is distributed on an “AS IS” BASIS, +WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +See the License for the specific language governing permissions and +limitations under the License. +

+
+ + + + + + diff --git a/manuals/chickadee/Array-Lists.html b/manuals/chickadee/Array-Lists.html index 0aa5eb4..ca30f16 100644 --- a/manuals/chickadee/Array-Lists.html +++ b/manuals/chickadee/Array-Lists.html @@ -1,6 +1,6 @@ - - + --> + - + Array Lists (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Up: Data Structures   [Contents][Index]

-
+

5.6.1 Array Lists

The (chickadee data array-list) module provides an array/vector @@ -167,7 +167,7 @@ return that result. init is the initial result. If there are no objects in the vicinity of rect, just init is returned.

-
+

Next: , Up: Data Structures   [Contents][Index]

diff --git a/manuals/chickadee/Audio-Files.html b/manuals/chickadee/Audio-Files.html index f120772..a4d7994 100644 --- a/manuals/chickadee/Audio-Files.html +++ b/manuals/chickadee/Audio-Files.html @@ -1,6 +1,6 @@ - - + --> + - + Audio Files (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Up: Audio   [Contents][Index]

-
+

5.4.1 Audio Files

Sound data is represented by a special <audio> data type that @@ -209,7 +209,7 @@ and pitch.

-
+

Next: , Up: Audio   [Contents][Index]

diff --git a/manuals/chickadee/Audio.html b/manuals/chickadee/Audio.html index 4a72f03..8f167d0 100644 --- a/manuals/chickadee/Audio.html +++ b/manuals/chickadee/Audio.html @@ -1,6 +1,6 @@ - - + --> + - + Audio (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Previous: , Up: API Reference   [Contents][Index]

-
+

5.4 Audio

A game isn’t complete without sound. Most games play some cool @@ -107,10 +107,10 @@ robust audio API backed by the OpenAL 3D audio system. in the load hook (or anywhere else once the game loop is running) and play it!

-
-
(define sample (load-audio "neat-sound-effect.wav"))
+
+
(define sample (load-audio "neat-sound-effect.wav"))
 
-(audio-play sample)
+(audio-play sample)
 

For more advanced usage, check out the full API reference in the diff --git a/manuals/chickadee/Basics.html b/manuals/chickadee/Basics.html index 8b3a5d7..c968a8c 100644 --- a/manuals/chickadee/Basics.html +++ b/manuals/chickadee/Basics.html @@ -1,6 +1,6 @@ - - + --> + - + Basics (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Up: Math   [Contents][Index]

-
+

5.2.1 Basics

diff --git a/manuals/chickadee/Bezier-Curves.html b/manuals/chickadee/Bezier-Curves.html index fe6deaa..8935b0f 100644 --- a/manuals/chickadee/Bezier-Curves.html +++ b/manuals/chickadee/Bezier-Curves.html @@ -1,6 +1,6 @@ - - + --> + - + Bezier Curves (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Previous: , Up: Math   [Contents][Index]

-
+

5.2.7 Bezier Curves

The (chickadee math bezier) module provides an API for @@ -149,7 +149,7 @@ check) as a 2D vector. for bezier at t.

-
+

Previous: , Up: Math   [Contents][Index]

diff --git a/manuals/chickadee/Buffers.html b/manuals/chickadee/Buffers.html index ffb4714..ac5fb02 100644 --- a/manuals/chickadee/Buffers.html +++ b/manuals/chickadee/Buffers.html @@ -1,6 +1,6 @@ - - + --> + - + Buffers (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Previous: , Up: Graphics   [Contents][Index]

-
+

5.3.12 Buffers

Alright, let’s brush aside all of those pretty high level abstractions @@ -99,25 +99,25 @@ API for manipulating GPU buffers. that could be transformed into a GPU buffer that packs together vertex position and texture coordinates:

-
-
(use-modules (chickadee graphics buffer) (srfi srfi-4))
-(define data
-  (f32vector -8.0 -8.0 ; 2D vertex
-             0.0 0.0   ; 2D texture coordinate
-             8.0 -8.0  ; 2D vertex
-             1.0 0.0   ; 2D texture coordinate
-             8.0 8.0   ; 2D vertex
-             1.0 1.0   ; 2D texture coordinate
-             -8.0 8.0  ; 2D vertex
-             0.0 1.0)) ; 2D texture coordinate
-
+
+
(use-modules (chickadee graphics buffer) (srfi srfi-4))
+(define data
+  (f32vector -8.0 -8.0 ; 2D vertex
+             0.0 0.0   ; 2D texture coordinate
+             8.0 -8.0  ; 2D vertex
+             1.0 0.0   ; 2D texture coordinate
+             8.0 8.0   ; 2D vertex
+             1.0 1.0   ; 2D texture coordinate
+             -8.0 8.0  ; 2D vertex
+             0.0 1.0)) ; 2D texture coordinate
+

This data represents a textured 16x16 square centered on the origin. To send this data to the GPU, the make-buffer procedure is needed:

-
-
(define buffer (make-buffer data #:stride 16))
+
+
(define buffer (make-buffer data #:stride 16))
 

The #:stride keyword argument indicates how many bytes make up @@ -131,18 +131,18 @@ particular data type. In this case, there are two attributes packed into the buffer. To define vertex attributes, the make-vertex-attribute procedure is needed:

-
-
(define vertices
-  (make-vertex-attribute #:buffer buffer
-                         #:type 'vec2
-                         #:component-type 'float
-                         #:length 4))
-(define texcoords
-  (make-vertex-attribute #:buffer buffer
-                         #:type 'vec2
-                         #:component-type 'float
-                         #:length 4
-                         #:offset 8))
+
+
(define vertices
+  (make-vertex-attribute #:buffer buffer
+                         #:type 'vec2
+                         #:component-type 'float
+                         #:length 4))
+(define texcoords
+  (make-vertex-attribute #:buffer buffer
+                         #:type 'vec2
+                         #:component-type 'float
+                         #:length 4
+                         #:offset 8))
 

To render a square, the GPU needs to draw two triangles, which means @@ -152,14 +152,14 @@ for a square, but 2 of them must be repeated for each triangle. To work with deduplicated vertex data, an “index buffer” must be created.

-
-
(define index-buffer
-  (make-buffer (u32vector 0 3 2 0 2 1)
-               #:target 'index)
-(define indices
-  (make-vertex-attribute #:type 'scalar
-                         #:component-type 'unsigned-int
-                         #:buffer index-buffer))
+
+
(define index-buffer
+  (make-buffer (u32vector 0 3 2 0 2 1)
+               #:target 'index)
+(define indices
+  (make-vertex-attribute #:type 'scalar
+                         #:component-type 'unsigned-int
+                         #:buffer index-buffer))
 

Note the use of the #:target keyword argument. It is required @@ -172,11 +172,11 @@ each vertex attribute with an attribute index on the GPU. The indices that are chosen must correspond with the indices that the shader (see Shaders) expects for each attribute.

-
-
(define vertex-array
-  (make-vertex-array #:indices indices
-                     #:attributes `((0 . ,vertices)
-                                    (1 . ,texcoords))))
+
+
(define vertex-array
+  (make-vertex-array #:indices indices
+                     #:attributes `((0 . ,vertices)
+                                    (1 . ,texcoords))))
 

With the vertex array created, the GPU is now fully aware of how to @@ -190,7 +190,7 @@ shapes, or particles to see GPU buffers in action.

Without further ado, the API reference:

-
Procedure: make-buffer data [#:name "anonymous"] [#:length] [#:offset 0] [#:stride 0] [#:target vertex] [#:usage static]
+
Procedure: make-buffer data [#:name "anonymous"] [#:length] [#:offset 0] [#:stride 0] [#:target vertex] [#:usage static]

Upload data, a bytevector, to the GPU. By default, the entire bytevector is uploaded. A subset of the data may be uploaded by @@ -304,7 +304,7 @@ contents dynamically, such as a sprite batch.

-
Procedure: make-vertex-attribute #:buffer #:type #:component-type #:length [#:offset 0] [#:divisor 1] [#:name "anonymous"]
+
Procedure: make-vertex-attribute #:buffer #:type #:component-type #:length [#:offset 0] [#:divisor 1] [#:name "anonymous"]

Return a new vertex attribute for buffer starting at byte index offset of length elements, where each element is of @@ -411,10 +411,10 @@ attributes indices and the vertex attribute data within

attributes is an alist mapping shader attribute indices to vertex attributes:

-
-
`((1 . ,vertex-attribute-a)
-  (2 . ,vertex-attribute-b)
-  …)
+
+
`((1 . ,vertex-attribute-a)
+  (2 . ,vertex-attribute-b)
+  ...)
 

By default, the vertex array is interpreted as containing a series of @@ -470,7 +470,7 @@ data for vertex-array.

Render state for vertex arrays (see Rendering Engine.)

-
+

Next: , Previous: , Up: Graphics   [Contents][Index]

diff --git a/manuals/chickadee/Channels.html b/manuals/chickadee/Channels.html index 24c3dba..78f8564 100644 --- a/manuals/chickadee/Channels.html +++ b/manuals/chickadee/Channels.html @@ -1,6 +1,6 @@ - - + --> + - + Channels (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Previous: , Up: Scripting   [Contents][Index]

-
+

5.5.4 Channels

Channels are a tool for communicating amongst different scripts. One @@ -94,18 +94,18 @@ someone on the other end of the line to complete the transaction.

Here’s a simplistic example:

-
-
(define c (make-channel))
-
-(script
- (forever
-  (let ((item (channel-get c)))
-    (pk 'got item))))
-
-(script
- (channel-put c 'sword)
- (channel-put c 'shield)
- (channel-put c 'potion))
+
+
(define c (make-channel))
+
+(script
+ (forever
+  (let ((item (channel-get c)))
+    (pk 'got item))))
+
+(script
+ (channel-put c 'sword)
+ (channel-put c 'shield)
+ (channel-put c 'potion))
 
diff --git a/manuals/chickadee/Colors.html b/manuals/chickadee/Colors.html index a7fc10f..4a361b1 100644 --- a/manuals/chickadee/Colors.html +++ b/manuals/chickadee/Colors.html @@ -1,6 +1,6 @@ - - + --> + - + Colors (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Up: Graphics   [Contents][Index]

-
+

5.3.1 Colors

Merriam-Webster defines color as “a phenomenon of light (such as red, @@ -106,18 +106,18 @@ depending on what’s most convenient. The first is make-color where you specify each channel exactly as described above. This is fully opaque magenta:

-
-
(make-color 1.0 0.0 1.0 1.0)
+
+
(make-color 1.0 0.0 1.0 1.0)
 

Many people are used to representing colors as 6 or 8 digit hexadecimal numbers, so Chickadee also allows that. Here’s magenta, again:

-
-
(rgba #xFF00FFFF)
-(rgb #xFF00FF) ; equivalent to the above
-
+
+
(rgba #xFF00FFFF)
+(rgb #xFF00FF) ; equivalent to the above
+
Procedure: make-color r g b a
@@ -179,11 +179,11 @@ transparent.

Convert the hexadecimal color code in the string s to a color object. The following string formats are supported:

-
-
(string->color "#FF00FFFF")
-(string->color "FF00FFFF")
-(string->color "#FF00FF")
-(string->color "FF00FF")
+
+
(string->color "#FF00FFFF")
+(string->color "FF00FFFF")
+(string->color "#FF00FF")
+(string->color "FF00FF")
 
@@ -365,7 +365,7 @@ factor alpha, a number in the range [0, 1].
Variable: tango-aluminium-6
-
+

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diff --git a/manuals/chickadee/Command-Line-Interface.html b/manuals/chickadee/Command-Line-Interface.html index 787c652..01d2e90 100644 --- a/manuals/chickadee/Command-Line-Interface.html +++ b/manuals/chickadee/Command-Line-Interface.html @@ -1,6 +1,6 @@ - - + --> + - + Command Line Interface (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

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-
+

3 Command Line Interface

While Chickadee is a library at heart, it also comes with a command diff --git a/manuals/chickadee/Copying-This-Manual.html b/manuals/chickadee/Copying-This-Manual.html index 4738441..9fd7c29 100644 --- a/manuals/chickadee/Copying-This-Manual.html +++ b/manuals/chickadee/Copying-This-Manual.html @@ -1,6 +1,6 @@ - - + --> + - + Copying This Manual (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,11 +84,11 @@ ul.no-bullet {list-style: none}

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-
+

Appendix A Copying This Manual

- diff --git a/manuals/chickadee/Data-Structures.html b/manuals/chickadee/Data-Structures.html index db95890..d268bf3 100644 --- a/manuals/chickadee/Data-Structures.html +++ b/manuals/chickadee/Data-Structures.html @@ -1,6 +1,6 @@ - - + --> + - + Data Structures (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

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-
+

5.6 Data Structures

diff --git a/manuals/chickadee/Easings.html b/manuals/chickadee/Easings.html index 6169f14..67aba95 100644 --- a/manuals/chickadee/Easings.html +++ b/manuals/chickadee/Easings.html @@ -1,6 +1,6 @@ - - + --> + - +Easings (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

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-
+

5.2.6 Easings

Easing functions are essential for animation. Each easing function diff --git a/manuals/chickadee/Fonts.html b/manuals/chickadee/Fonts.html index a442f91..9383789 100644 --- a/manuals/chickadee/Fonts.html +++ b/manuals/chickadee/Fonts.html @@ -1,6 +1,6 @@ - - + --> + - + Fonts (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,13 +84,13 @@ ul.no-bullet {list-style: none}

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-
+

5.3.4 Fonts

Printing text to the screen is quite easy:

-
-
(draw-text "Hello, world" (vec2 100.0 100.0))
+
+
(draw-text "Hello, world" (vec2 100.0 100.0))
 

Chickadee supports OpenType/TrueType fonts (via the FreeType library), @@ -100,16 +100,20 @@ rendering operations where a font is not specified, as is the case in the above example.

The following procedures can be found in the (chickadee graphics -font) module: +text) module:

-
Procedure: load-font file-name point-size [#:char-set]
+
Procedure: load-font file-name point-size [#:char-set] [#:smooth? #t]

Load the scalable (OpenType, TrueType, etc.) font in the file file-name and display it at the given point-size. By default, all the characters in the ASCII character set are loaded. This can be changed by passing a different character set (see Character Sets in GNU Guile Reference Manual) using the char-set keyword argument. +

+

If smooth? is #t (the default), text rendered with this +font will have a smoother appearance when text is rotated or scaled, +otherwise non-smooth scaling will be used.

@@ -157,8 +161,8 @@ and return a new font object. position using font. If font is not specified, a built-in font is used.

-
-
(draw-text "Hello, world!" (vec2 128.0 128.0))
+
+
(draw-text "Hello, world!" (vec2 128.0 128.0))
 

To render a substring of text, use the start and end @@ -168,7 +172,7 @@ arguments. the other arguments.

-
+

Next: , Previous: , Up: Graphics   [Contents][Index]

diff --git a/manuals/chickadee/Framebuffers.html b/manuals/chickadee/Framebuffers.html index a3d247d..6560323 100644 --- a/manuals/chickadee/Framebuffers.html +++ b/manuals/chickadee/Framebuffers.html @@ -1,6 +1,6 @@ - - + --> + - + Framebuffers (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Previous: , Up: Graphics   [Contents][Index]

-
+

5.3.14 Framebuffers

A framebuffer is a chunk of memory that the GPU can render things diff --git a/manuals/chickadee/GNU-Free-Documentation-License.html b/manuals/chickadee/GNU-Free-Documentation-License.html deleted file mode 100644 index b940738..0000000 --- a/manuals/chickadee/GNU-Free-Documentation-License.html +++ /dev/null @@ -1,566 +0,0 @@ - - - - - - -GNU Free Documentation License (The Chickadee Game Toolkit) - - - - - - - - - - - - - - - - - - - -

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A.1 GNU Free Documentation License

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- - - - - - diff --git a/manuals/chickadee/Getting-Started.html b/manuals/chickadee/Getting-Started.html index 7508ebe..e7d695d 100644 --- a/manuals/chickadee/Getting-Started.html +++ b/manuals/chickadee/Getting-Started.html @@ -1,6 +1,6 @@ - - + --> + - + Getting Started (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,15 +84,15 @@ ul.no-bullet {list-style: none}

Next: , Previous: , Up: Top   [Contents][Index]

-
+

2 Getting Started

One of the simplest programs we can make with Chickadee is rendering the text “Hello, world” on screen. Here’s what that looks like:

-
-
(define (draw alpha)
-  (draw-text "Hello, world!" (vec2 64.0 240.0)))
+
+
(define (draw alpha)
+  (draw-text "Hello, world!" (vec2 64.0 240.0)))
 

The draw procedure is called frequently to draw the game scene. @@ -107,14 +107,14 @@ in this tutorial.

This is a good start, but it’s boring. Let’s make the text move!

-
-
(define position (vec2 0.0 240.0))
+
+
(define position (vec2 0.0 240.0))
 
-(define (draw alpha)
-  (draw-text "Hello, world!" position))
+(define (draw alpha)
+  (draw-text "Hello, world!" position))
 
-(define (update dt)
-  (set-vec2-x! position (+ (vec2-x position) (* 100.0 dt))))
+(define (update dt)
+  (set-vec2-x! position (+ (vec2-x position) (* 100.0 dt))))
 

The vec2 type is used to store 2D coordinates @@ -131,25 +131,25 @@ the position by 100 pixels per second. completely, never to be seen again. It would be better if the text bounced back and forth against the sides of the window.

-
-
(define position (vec2 0.0 240.0))
+
+
(define position (vec2 0.0 240.0))
 
-(define (draw alpha)
-  (draw-text "Hello, world!" position))
+(define (draw alpha)
+  (draw-text "Hello, world!" position))
 
-(define (update dt)
-  (update-agenda dt))
+(define (update dt)
+  (update-agenda dt))
 
-(define (update-x x)
-  (set-vec2-x! position x))
+(define (update-x x)
+  (set-vec2-x! position x))
 
-(let ((start 0.0)
-      (end 536.0)
-      (duration 4.0))
-  (script
-   (while #t
-    (tween duration start end update-x)
-    (tween duration end start update-x))))
+(let ((start 0.0)
+      (end 536.0)
+      (duration 4.0))
+  (script
+   (while #t
+    (tween duration start end update-x)
+    (tween duration end start update-x))))
 

This final example uses Chickadee’s scripting features @@ -165,7 +165,7 @@ that were glossed over, and much more. Try rendering a sprite, playing a sound effect, or handling keyboard input. But most importantly: Have fun!

-
+

Next: , Previous: , Up: Top   [Contents][Index]

diff --git a/manuals/chickadee/Graphics.html b/manuals/chickadee/Graphics.html index 31a2c83..e8b409b 100644 --- a/manuals/chickadee/Graphics.html +++ b/manuals/chickadee/Graphics.html @@ -1,6 +1,6 @@ - - + --> + - + Graphics (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Previous: , Up: API Reference   [Contents][Index]

-
+

5.3 Graphics

Chickadee aims to make hardware-accelerated graphics rendering as @@ -133,7 +133,7 @@ blocks to implement additional rendering techniques.

-
+

Next: , Previous: , Up: API Reference   [Contents][Index]

diff --git a/manuals/chickadee/Grids.html b/manuals/chickadee/Grids.html index ef364be..e8ec2b6 100644 --- a/manuals/chickadee/Grids.html +++ b/manuals/chickadee/Grids.html @@ -1,6 +1,6 @@ - - + --> + - + Grids (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Previous: , Up: Data Structures   [Contents][Index]

-
+

5.6.5 Grids

The (chickadee data grid) module provides a simple spatial @@ -202,7 +202,7 @@ the minimum amount needed to make it no longer overlap other-rect.

-
+

Next: , Previous: , Up: Data Structures   [Contents][Index]

diff --git a/manuals/chickadee/Heaps.html b/manuals/chickadee/Heaps.html index 8aea793..effdb89 100644 --- a/manuals/chickadee/Heaps.html +++ b/manuals/chickadee/Heaps.html @@ -1,6 +1,6 @@ - - + --> + - + Heaps (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Previous: , Up: Data Structures   [Contents][Index]

-
+

5.6.3 Heaps

The (chickadee data heap) module provides a binary heap data diff --git a/manuals/chickadee/Index.html b/manuals/chickadee/Index.html index bc184bd..4d64ac2 100644 --- a/manuals/chickadee/Index.html +++ b/manuals/chickadee/Index.html @@ -1,6 +1,6 @@ - - + --> + - + Index (The Chickadee Game Toolkit) - - - - - - - - - - + + + + + + + + + + - + @@ -83,12 +83,12 @@ ul.no-bullet {list-style: none}

Previous: , Up: Top   [Contents][Index]

-
+

Index

Jump to:   %   -
+
A   B @@ -140,10 +140,10 @@ Previous:
- + - + @@ -183,7 +183,7 @@ Previous:
Index Entry  Section


%
%default-config: Invoking chickadee bundle


A
a*: Path Finding
abort-game: The Game Loop
audio-play: Audio Files
audio-sample-rate: Audio Files
audio?: Audio Files


B
back-cull-face-mode: Render Settings
below: Vector Paths
buffer-target: Buffers
buffer-usage: Buffers
buffer?: Buffers


C
call-when: Agendas
cancel-script: Scripts
current-viewport: Viewports
current-window: Window Manipulation
cyan: Colors


D
default-stencil-test: Render Settings
define-shader-type: Shaders
draw-sprite-batch: Sprites
draw-text: Fonts
draw-tile-map: Tile Maps


E
ease-in-cubic: Easings
ease-in-out-cubic: Easings
enqueue!: Queues
every: Agendas
every: Agendas


F
fill: Vector Paths
fill-and-stroke: Vector Paths
framebuffer?: Framebuffers
front-and-back-cull-face-mode: Render Settings
front-cull-face-mode: Render Settings


G
g:buffer: Buffers
g:cull-face-mode: Render Settings
grid-move: Grids
grid-remove: Grids
grid?: Grids


H
heap-clear!: Heaps
heap-empty?: Heaps
heap?: Heaps
hide-window!: Window Manipulation
horizontal-flip: Vector Paths


I
index-buffer?: Buffers
int: Shaders


J
join: Scripts


K
key-pressed?: Input Devices
key-released?: Input Devices


L
lerp: Basics
light-color: Lights
load-tile-map: Tile Maps
load-tileset: Textures
local-field: Shaders


M
magenta: Colors
make-agenda: Agendas
mouse-x: Input Devices
mouse-y: Input Devices
move-to: Vector Paths


N
no-cull-face-mode: Render Settings
null-buffer: Buffers
null-framebuffer: Framebuffers
null-shader: Shaders
null-vertex-array: Buffers


O
object-layer-name: Tile Maps
object-layer-objects: Tile Maps
object-layer-properties: Tile Maps
object-layer?: Tile Maps
orthographic-projection: Matrices


P
pad: Vector Paths
particle-emitter-done?: Particles
primitive-name: Meshes
primitive-vertex-array: Meshes
primitive?: Meshes


Q
quadtree-bounds: Quadtrees
quadtree-clear!: Quadtrees
queue-empty?: Queues
queue-length: Queues
queue?: Queues


R
radial-gradient: Vector Paths
radians->degrees: Basics
rounded-rectangle: Vector Paths
run-game: The Game Loop
run-game*: The Game Loop


S
sampler-2d: Shaders
sampler-cube: Shaders
strings->shader: Shaders
stroke: Vector Paths
superimpose: Vector Paths


T
tango-aluminium-1: Colors
tango-aluminium-2: Colors
translate: Vector Paths
transparency: Colors
tween: Tweening


U
uniform-name: Shaders
uniform-type: Shaders
up-split: Vector Paths
update-agenda: Agendas
update-particles: Particles


V
vec2: Vectors
vec2*: Vectors
viewport-x: Viewports
viewport-y: Viewports
viewport?: Viewports


W
wait-until: Scripts
white: Colors
with-mapped-vertex-attribute: Buffers
with-projection: Rendering Engine
with-style: Vector Paths


Y
yellow: Colors
yield: Scripts


, Up: Top   [Contents][Index]

diff --git a/manuals/chickadee/Input-Devices.html b/manuals/chickadee/Input-Devices.html index b3baf96..93b86d4 100644 --- a/manuals/chickadee/Input-Devices.html +++ b/manuals/chickadee/Input-Devices.html @@ -1,6 +1,6 @@ - - + --> + - + Input Devices (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Previous: , Up: Kernel   [Contents][Index]

-
+

5.1.2 Input Devices

While run-game provides hooks for mouse/keyboard/controller diff --git a/manuals/chickadee/Installation.html b/manuals/chickadee/Installation.html index d02aaaa..810d4d0 100644 --- a/manuals/chickadee/Installation.html +++ b/manuals/chickadee/Installation.html @@ -1,6 +1,6 @@ - - + --> + - + Installation (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Next: , Previous: , Up: Top   [Contents][Index]

-
+

1 Installation

Chickadee is available for download from its website at diff --git a/manuals/chickadee/Invoking-chickadee-bundle.html b/manuals/chickadee/Invoking-chickadee-bundle.html index 5c9e8f6..060c8ad 100644 --- a/manuals/chickadee/Invoking-chickadee-bundle.html +++ b/manuals/chickadee/Invoking-chickadee-bundle.html @@ -1,6 +1,6 @@ - - + --> + - + Invoking chickadee bundle (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

Previous: , Up: Command Line Interface   [Contents][Index]

-
+

3.2 Invoking chickadee bundle

Distributing games is difficult. While Chickadee games are free @@ -121,11 +121,11 @@ let’s get back to reality.

To get started with bundling, simply add a bundle.scm file to the root of the project directory. It could look something like this:

-
-
'((asset-directories . ("images" "models"))
-  (bundle-name . "the-legend-of-emacs-1.0")
-  (code . "the-legend-of-emacs.scm")
-  (launcher-name . "the-legend-of-emacs"))
+
+
'((asset-directories . ("images" "models"))
+  (bundle-name . "the-legend-of-emacs-1.0")
+  (code . "the-legend-of-emacs.scm")
+  (launcher-name . "the-legend-of-emacs"))
 

To create the bundle, simply run chickadee bundle. Upon @@ -160,12 +160,12 @@ archive.

  • bundle-name

    The name of the bundle archive. By default, the name is -"chickadee-bundle". +"chickadee-bundle".

  • launcher-name

    The name of the launcher script. By default, the name is -"launch-game". +"launch-game".

  • libraries @@ -207,7 +207,7 @@ can be programatically modified, if necessary.

    An association list of default configuration options.

    -
    +

    Previous: , Up: Command Line Interface   [Contents][Index]

    diff --git a/manuals/chickadee/Invoking-chickadee-play.html b/manuals/chickadee/Invoking-chickadee-play.html index 2841c18..786626a 100644 --- a/manuals/chickadee/Invoking-chickadee-play.html +++ b/manuals/chickadee/Invoking-chickadee-play.html @@ -1,6 +1,6 @@ - - + --> + - + Invoking chickadee play (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Up: Command Line Interface   [Contents][Index]

    -
    +

    3.1 Invoking chickadee play

    The chickadee play command is used to open a window and run @@ -166,6 +166,14 @@ controlled via the following options:

    Update the game n times per second.

    +
    --clear-color=color
    +
    -c color
    +
    +

    Set the screen clear color to color, a hex code in the format +#RRGGBB. For example, to set the clear color to black, pass +--clear-color=#000000. +

    +
    --repl

    Launch a REPL in the terminal. This will allow the game environment @@ -206,7 +214,7 @@ Here’s what a “hello, world” Chickadee program looks like in W

    define : draw alpha
    -  draw-text "Hello, world!" : vec2 260.0 240.0
    +  draw-text "Hello, world!" : vec2 260.0 240.0
     

    Assuming the above code is saved to a hello.w file, @@ -219,7 +227,7 @@ Here’s what a “hello, world” Chickadee program looks like in W

    -
    +

    Next: , Up: Command Line Interface   [Contents][Index]

    diff --git a/manuals/chickadee/Kernel.html b/manuals/chickadee/Kernel.html index 64647aa..da55234 100644 --- a/manuals/chickadee/Kernel.html +++ b/manuals/chickadee/Kernel.html @@ -1,6 +1,6 @@ - - + --> + - + Kernel (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Up: API Reference   [Contents][Index]

    -
    +

    5.1 Kernel

    This section of the manual covers the foundation of Chickadee: The diff --git a/manuals/chickadee/Lights.html b/manuals/chickadee/Lights.html index 1e6d234..4ae75ff 100644 --- a/manuals/chickadee/Lights.html +++ b/manuals/chickadee/Lights.html @@ -1,6 +1,6 @@ - - + --> + - + Lights (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

  • -
    +

    5.3.9 Lights

    The (chickadee graphics light) module provides a data type for @@ -200,7 +200,7 @@ only relevant for spot lights.

    Set the cut off angle of light to cut-off.

    -
    +

    Next: , Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/Live-Coding.html b/manuals/chickadee/Live-Coding.html index 4e3c174..e34b29e 100644 --- a/manuals/chickadee/Live-Coding.html +++ b/manuals/chickadee/Live-Coding.html @@ -1,6 +1,6 @@ - - + --> + - + Live Coding (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Top   [Contents][Index]

    -
    +

    4 Live Coding

    One of the biggest appeals of any Lisp dialect is the ability to use @@ -108,17 +108,17 @@ Then, in the game loop’s update procedure, call poll-coop-repl-server and pass the REPL object. Here is a template to follow:

    -
    -
    (use-modules (chickadee)
    -             (system repl coop-server))
    +
    +
    (use-modules (chickadee)
    +             (system repl coop-server))
     
    -(define repl (spawn-coop-repl-server))
    +(define repl (spawn-coop-repl-server))
     
    -(define (update dt)
    -  (poll-coop-repl-server repl)
    -  ...)
    +(define (update dt)
    +  (poll-coop-repl-server repl)
    +  ...)
     
    -(run-game #:update update ...)
    +(run-game #:update update ...)
     

    To use the REPL, connect to it via port 37146. Telnet will do the diff --git a/manuals/chickadee/Math.html b/manuals/chickadee/Math.html index b3e4b0a..7b6456c 100644 --- a/manuals/chickadee/Math.html +++ b/manuals/chickadee/Math.html @@ -1,6 +1,6 @@ - - + --> + - + Math (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: API Reference   [Contents][Index]

    -
    +

    5.2 Math

    Chickadee contains data types and procedures for performing the most diff --git a/manuals/chickadee/Matrices.html b/manuals/chickadee/Matrices.html index 354a9ef..bf65917 100644 --- a/manuals/chickadee/Matrices.html +++ b/manuals/chickadee/Matrices.html @@ -1,6 +1,6 @@ - - + --> + - + Matrices (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Math   [Contents][Index]

    -
    +

    5.2.4 Matrices

    The (chickadee math matrix) module provides an interface for @@ -118,10 +118,10 @@ format. identity matrix yields the original matrix. This procedure is equivalent to the following code:

    -
    -
    (make-matrix3 1 0 0
    -              0 1 0
    -              0 0 1)
    +
    +
    (make-matrix3 1 0 0
    +              0 1 0
    +              0 0 1)
     
    @@ -247,11 +247,11 @@ column-major format. identity matrix yields the original matrix. This procedure is equivalent to the following code:

    -
    -
    (make-matrix4 1 0 0 0
    -              0 1 0 0
    -              0 0 1 0
    -              0 0 0 1)
    +
    +
    (make-matrix4 1 0 0 0
    +              0 1 0 0
    +              0 0 1 0
    +              0 0 0 1)
     
    @@ -397,7 +397,7 @@ particular transformation will not be included in the result. matrix matrix.

    -
    +

    Next: , Previous: , Up: Math   [Contents][Index]

    diff --git a/manuals/chickadee/Meshes.html b/manuals/chickadee/Meshes.html index 2cd159e..7e66c4d 100644 --- a/manuals/chickadee/Meshes.html +++ b/manuals/chickadee/Meshes.html @@ -1,6 +1,6 @@ - - + --> + - + Meshes (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.11 Meshes

    The (chickadee graphics mesh) modules provides procedures for @@ -190,7 +190,7 @@ on the lighting model. lighting model:

    -
    Procedure: make-phong-material [#:name "anonymous"] [#:blend-mode] [#:polygon-mode] [#:cull-face-mode] [#:depth-test] [#:stencil-test] [#:multisample? #f] [#:ambient-factor (vec3 1 1 1)] [#:diffuse-factor (vec3 1 1 1)] [#:specular-factor (vec3 1 1 1)] [#:shininess 32] [#:ambient-texture] [#:diffuse-texture] [#:specular-texture] [#:normal-texture]
    +
    Procedure: make-phong-material [#:name "anonymous"] [#:blend-mode] [#:polygon-mode] [#:cull-face-mode] [#:depth-test] [#:stencil-test] [#:multisample? #f] [#:ambient-factor (vec3 1 1 1)] [#:diffuse-factor (vec3 1 1 1)] [#:specular-factor (vec3 1 1 1)] [#:shininess 32] [#:ambient-texture] [#:diffuse-texture] [#:specular-texture] [#:normal-texture]

    Return a new Blinn-Phong material.

    @@ -231,7 +231,7 @@ lighting model:

    The (chickadee graphics pbr) module has the PBR lighting model:

    -
    Procedure: make-pbr-material [#:name "anonymous"] [#:blend-mode] [#:polygon-mode] [#:cull-face-mode] [#:depth-test] [#:stencil-test] [#:multisample? #f] [#:base-color-factor (vec3 1 1 1)] [#:base-color-texcoord 0] [#:metallic-factor 1.0] [#:roughness-factor 1.0] [#:metallic-roughness-texcoord 0] [#:normal-texcoord 0] [#:occlusion-texcoord 0] [#:emissive-factor (vec3 1 1 1)] [#:emissive-texcoord 0] [#:alpha-mode opaque] [#:alpha-cutoff 0.5] [#:base-color-texture] [#:metallic-roughness-texture] [#:normal-texture] [#:occlusion-texture] [#:emissive-texture]
    +
    Procedure: make-pbr-material [#:name "anonymous"] [#:blend-mode] [#:polygon-mode] [#:cull-face-mode] [#:depth-test] [#:stencil-test] [#:multisample? #f] [#:base-color-factor (vec3 1 1 1)] [#:base-color-texcoord 0] [#:metallic-factor 1.0] [#:roughness-factor 1.0] [#:metallic-roughness-texcoord 0] [#:normal-texcoord 0] [#:occlusion-texcoord 0] [#:emissive-factor (vec3 1 1 1)] [#:emissive-texcoord 0] [#:alpha-mode opaque] [#:alpha-cutoff 0.5] [#:base-color-texture] [#:metallic-roughness-texture] [#:normal-texture] [#:occlusion-texture] [#:emissive-texture]

    Return a new PBR material.

    @@ -401,7 +401,7 @@ triangles in the resulting sphere increases exponentially with each increment to quality.

    -
    +

    Next: , Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/Models.html b/manuals/chickadee/Models.html index 3a1a6d6..4d319a1 100644 --- a/manuals/chickadee/Models.html +++ b/manuals/chickadee/Models.html @@ -1,6 +1,6 @@ - - + --> + - + Models (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.8 Models

    Disclaimer: Chickadee is alpha software, but 3D model support is @@ -98,20 +98,20 @@ formats.

    Here’s some basic boilerplate to render a 3D model:

    -
    -
    (use-modules (chickadee graphics light)
    -             (chickadee graphics model)
    -             (chickadee graphics skybox))
    -
    -(define model (load-gltf "Suzanne.gltf"))
    -(define camera-position (vec3 0.0 0.0 3.0))
    -(define world (make-identity-matrix4))
    -(define view (look-at camera-position (vec3 0.0 0.0 0.0) (vec3 0.0 1.0 0.0)))
    -(define projection (perspective-projection (/ pi 3.0) (/ 4.0 3.0) 0.1 5.0))
    -
    -(define (draw alpha)
    -  (with-projection projection
    -    (draw-model model world view camera-position
    +
    +
    (use-modules (chickadee graphics light)
    +             (chickadee graphics model)
    +             (chickadee graphics skybox))
    +
    +(define model (load-gltf "Suzanne.gltf"))
    +(define camera-position (vec3 0.0 0.0 3.0))
    +(define world (make-identity-matrix4))
    +(define view (look-at camera-position (vec3 0.0 0.0 0.0) (vec3 0.0 1.0 0.0)))
    +(define projection (perspective-projection (/ pi 3.0) (/ 4.0 3.0) 0.1 5.0))
    +
    +(define (draw alpha)
    +  (with-projection projection
    +    (draw-model model world view camera-position
     
    @@ -155,7 +155,7 @@ smooth metal? Materials control all of this and more.

    There are two types of materials in Chickadee: Phong and PBR.

    -
    +

    Next: , Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/Particles.html b/manuals/chickadee/Particles.html index 38943fa..116e2e6 100644 --- a/manuals/chickadee/Particles.html +++ b/manuals/chickadee/Particles.html @@ -1,6 +1,6 @@ - - + --> + - + Particles (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.6 Particles

    Effects like smoke, fire, sparks, etc. are often achieved by animating @@ -99,10 +99,10 @@ manipulating particle systems.

    Below is an example of a very simple particle system that utilizes nearly all of the default configuration settings:

    -
    -
    (use-modules (chickadee graphics particles))
    -(define texture (load-image "particle.png"))
    -(define particles (make-particles 2000 #:texture texture))
    +
    +
    (use-modules (chickadee graphics particles))
    +(define texture (load-image "particle.png"))
    +(define particles (make-particles 2000 #:texture texture))
     

    In order to put particles into a particle system, a particle @@ -112,10 +112,10 @@ how many of them to spawn, and for how long they should do it.

    Below is an example of an emitter that spawns 16 particles per frame at the coordinates (320, 240):

    -
    -
    (use-modules (chickadee math rect))
    -(define emitter (make-particle-emitter (make-rect 0.0 0.0 320.0 240.0) 16))
    -(add-particle-emitter particles emitter)
    +
    +
    (use-modules (chickadee math rect))
    +(define emitter (make-particle-emitter (make-rect 0.0 0.0 320.0 240.0) 16))
    +(add-particle-emitter particles emitter)
     

    To see all of the tweakable knobs and switches, read on! @@ -237,10 +237,10 @@ frame.

    Procedure: remove-particle-emitter particles emitter
    -

    Remove emitter to particles +

    Remove emitter from particles

    -
    +

    Next: , Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/Path-Finding.html b/manuals/chickadee/Path-Finding.html index 40dc80e..150ef88 100644 --- a/manuals/chickadee/Path-Finding.html +++ b/manuals/chickadee/Path-Finding.html @@ -1,6 +1,6 @@ - - + --> + - + Path Finding (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Previous: , Up: Data Structures   [Contents][Index]

    -
    +

    5.6.6 Path Finding

    Most game worlds have maps. Often, these games have a need to move @@ -101,19 +101,19 @@ map implementation!

    The example below defines a very simple town map and finds the quickest way to get from the town common to the school.

    -
    -
    (define world-map
    -  '((town-common . (town-hall library))
    -    (town-hall . (town-common school))
    -    (library . (town-common cafe))
    -    (school . (town-hall cafe))
    -    (cafe . (library school))))
    -(define (neighbors building)
    -  (assq-ref town-map building))
    -(define (cost a b) 1)
    -(define (distance a b) 1)
    -(define pf (make-path-finder))
    -(a* pf 'town-common 'school neighbors cost distance)
    +
    +
    (define world-map
    +  '((town-common . (town-hall library))
    +    (town-hall . (town-common school))
    +    (library . (town-common cafe))
    +    (school . (town-hall cafe))
    +    (cafe . (library school))))
    +(define (neighbors building)
    +  (assq-ref town-map building))
    +(define (cost a b) 1)
    +(define (distance a b) 1)
    +(define pf (make-path-finder))
    +(a* pf 'town-common 'school neighbors cost distance)
     

    In this case, the a* procedure will return the list @@ -159,7 +159,7 @@ number. distance is a procedure that accepts two nodes and returns an approximate distance between them.

    -
    +

    Previous: , Up: Data Structures   [Contents][Index]

    diff --git a/manuals/chickadee/Quadtrees.html b/manuals/chickadee/Quadtrees.html index e6962a4..5675542 100644 --- a/manuals/chickadee/Quadtrees.html +++ b/manuals/chickadee/Quadtrees.html @@ -1,6 +1,6 @@ - - + --> + - + Quadtrees (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Data Structures   [Contents][Index]

    -
    +

    5.6.4 Quadtrees

    The (chickadee data quadtree) module provides a 2D spatial @@ -210,7 +210,7 @@ quadrants of a Cartesian coordinate system: quadtree is a leaf node.

    -
    +

    Next: , Previous: , Up: Data Structures   [Contents][Index]

    diff --git a/manuals/chickadee/Quaternions.html b/manuals/chickadee/Quaternions.html index 3728f66..be875ee 100644 --- a/manuals/chickadee/Quaternions.html +++ b/manuals/chickadee/Quaternions.html @@ -1,6 +1,6 @@ - - + --> + - + Quaternions (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Math   [Contents][Index]

    -
    +

    5.2.5 Quaternions

    In game development, the quaternion is most often used to represent diff --git a/manuals/chickadee/Queues.html b/manuals/chickadee/Queues.html index 1df6f78..9e5d238 100644 --- a/manuals/chickadee/Queues.html +++ b/manuals/chickadee/Queues.html @@ -1,6 +1,6 @@ - - + --> + - + Queues (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Data Structures   [Contents][Index]

    -
    +

    5.6.2 Queues

    The (chickadee data queue) module provides a mutable queue that diff --git a/manuals/chickadee/Rectangles.html b/manuals/chickadee/Rectangles.html index 62d4f16..487fac7 100644 --- a/manuals/chickadee/Rectangles.html +++ b/manuals/chickadee/Rectangles.html @@ -1,6 +1,6 @@ - - + --> + - + Rectangles (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Math   [Contents][Index]

    -
    +

    5.2.3 Rectangles

    The (chickadee math rect) module provides an API for @@ -318,7 +318,7 @@ that rect1 cannot fit completely within rect2. within the bounds of rect. v is modified in-place.

    -
    +

    Next: , Previous: , Up: Math   [Contents][Index]

    diff --git a/manuals/chickadee/Render-Settings.html b/manuals/chickadee/Render-Settings.html index fe3fa98..66c0eb7 100644 --- a/manuals/chickadee/Render-Settings.html +++ b/manuals/chickadee/Render-Settings.html @@ -1,6 +1,6 @@ - - + --> + - + Render Settings (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.16 Render Settings

    5.3.16.1 Blending

    @@ -500,7 +500,7 @@ graphics multisample) module provides access to the

    Render state for multisampling (see Rendering Engine.)

    -
    +

    Next: , Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/Rendering-Engine.html b/manuals/chickadee/Rendering-Engine.html index 1c90022..8f81fc6 100644 --- a/manuals/chickadee/Rendering-Engine.html +++ b/manuals/chickadee/Rendering-Engine.html @@ -1,6 +1,6 @@ - - + --> + - + Rendering Engine (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.17 Rendering Engine

    The (chickadee graphics engine) module provides a Scheme @@ -94,10 +94,10 @@ and state changes happen within the context of this engine.

    Performing a custom draw call could look something like this:

    -
    -
    (with-graphics-state ((g:blend-mode blend:alpha)
    -                      (g:texture-0 my-texture))
    -  (shader-apply my-shader #:foo 1))
    +
    +
    (with-graphics-state ((g:blend-mode blend:alpha)
    +                      (g:texture-0 my-texture))
    +  (shader-apply my-shader #:foo 1))
     

    5.3.17.1 Render States

    @@ -164,7 +164,7 @@ particle effects described in Particles use instanc vertices.

    -
    +

    Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/Requirements.html b/manuals/chickadee/Requirements.html index 980a180..1093943 100644 --- a/manuals/chickadee/Requirements.html +++ b/manuals/chickadee/Requirements.html @@ -1,6 +1,6 @@ - - + --> + - + Requirements (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Up: Installation   [Contents][Index]

    -
    +

    1.1 Requirements

    Chickadee depends on the following packages: diff --git a/manuals/chickadee/Scripting.html b/manuals/chickadee/Scripting.html index 1a285c6..2ef1b5b 100644 --- a/manuals/chickadee/Scripting.html +++ b/manuals/chickadee/Scripting.html @@ -1,6 +1,6 @@ - - + --> + - + Scripting (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: API Reference   [Contents][Index]

    -
    +

    5.5 Scripting

    Game logic is a web of asynchronous events that are carefully diff --git a/manuals/chickadee/Scripts.html b/manuals/chickadee/Scripts.html index bc82c5f..b62bb2d 100644 --- a/manuals/chickadee/Scripts.html +++ b/manuals/chickadee/Scripts.html @@ -1,6 +1,6 @@ - - + --> + - + Scripts (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Scripting   [Contents][Index]

    -
    +

    5.5.2 Scripts

    Now that we can schedule tasks, let’s take things to the next level. @@ -98,13 +98,13 @@ turn and prevent blocking the game loop. Building on top of the scheduling that agendas provide, here is a script that models a child trying to get their mother’s attention:

    -
    -
    (script
    -  (while #t
    -    (display "mom!")
    -    (newline)
    -    (sleep 60))) ; where 60 = 1 second of real time
    -
    +
    +
    (script
    +  (while #t
    +    (display "mom!")
    +    (newline)
    +    (sleep 60))) ; where 60 = 1 second of real time
    +

    This code runs in an endless loop, but the sleep procedure suspends the script and schedules it to be run later by the agenda. @@ -125,10 +125,10 @@ been started. For example, when an enemy is defeated their AI routine needs to be shut down. When a script is spawned, a handle to that script is returned that can be used to cancel it when desired.

    -
    -
    (define script (script (while #t (display "hey\n") (sleep 60))))
    -;; sometime later
    -(cancel-script script)
    +
    +
    (define script (script (while #t (display "hey\n") (sleep 60))))
    +;; sometime later
    +(cancel-script script)
     
    @@ -187,10 +187,10 @@ procedure handler.
    Syntax: wait-until condition

    Wait until condition is met before resuming the current script.

    -
    -
    (script
    -  (wait-until (key-pressed? 'z))
    -  (display "you pressed the Z key!\n"))
    +
    +
    (script
    +  (wait-until (key-pressed? 'z))
    +  (display "you pressed the Z key!\n"))
     
    @@ -200,7 +200,7 @@ procedure handler.

    Evaluate body in an endless loop.

    -
    +

    Next: , Previous: , Up: Scripting   [Contents][Index]

    diff --git a/manuals/chickadee/Shaders.html b/manuals/chickadee/Shaders.html index 95c5186..505e031 100644 --- a/manuals/chickadee/Shaders.html +++ b/manuals/chickadee/Shaders.html @@ -1,6 +1,6 @@ - - + --> + - + Shaders (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.13 Shaders

    Shaders are programs that the GPU can evaluate that allow the @@ -139,10 +139,10 @@ Chickadee uses, is to think about it as a function call: The shader is a function, and it is applied to some “attributes” (positional arguments), and some “uniforms” (keyword arguments).

    -
    -
    (define my-shader (load-shader "vert.glsl" "frag.glsl"))
    -(define vertices (make-vertex-array …))
    -(shader-apply my-shader vertices #:color red)
    +
    +
    (define my-shader (load-shader "vert.glsl" "frag.glsl"))
    +(define vertices (make-vertex-array ...))
    +(shader-apply my-shader vertices #:color red)
     

    See Rendering Engine for more details about the shader-apply @@ -277,17 +277,17 @@ shader struct.

    Some example code will explain this concept best. Here is the Scheme equivalent of the Light struct:

    -
    -
    (define-shader-type <light>
    -  make-light
    -  light?
    -  (bool enabled light-enabled?)
    -  (int type light-type)
    -  (float-vec3 position light-position)
    -  (float-vec3 direction light-direction)
    -  (float-vec4 color light-color)
    -  (float intensity light-intensity)
    -  (float cut-off light-cut-off))
    +
    +
    (define-shader-type <light>
    +  make-light
    +  light?
    +  (bool enabled light-enabled?)
    +  (int type light-type)
    +  (float-vec3 position light-position)
    +  (float-vec3 direction light-direction)
    +  (float-vec4 color light-color)
    +  (float intensity light-intensity)
    +  (float cut-off light-cut-off))
     

    The macro define-shader-type closely resembles the familiar @@ -393,7 +393,7 @@ optional.

    Return #t if obj is a shader data type object.

    -
    +

    Next: , Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/Skyboxes.html b/manuals/chickadee/Skyboxes.html index 483f22f..07cc5d6 100644 --- a/manuals/chickadee/Skyboxes.html +++ b/manuals/chickadee/Skyboxes.html @@ -1,6 +1,6 @@ - - + --> + - + Skyboxes (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.10 Skyboxes

    Skyboxes are used as backgrounds in 3D environments, as well as a diff --git a/manuals/chickadee/Sources.html b/manuals/chickadee/Sources.html index c1ca1f3..cca3b56 100644 --- a/manuals/chickadee/Sources.html +++ b/manuals/chickadee/Sources.html @@ -1,6 +1,6 @@ - - + --> + - + Sources (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Audio   [Contents][Index]

    -
    +

    5.4.2 Sources

    While the audio-play procedure provides a quick and convenient @@ -324,7 +324,7 @@ interpreted as relative to the listener’s position. Otherwise, the position of source is in absolute coordinates.

    -
    +

    Next: , Previous: , Up: Audio   [Contents][Index]

    diff --git a/manuals/chickadee/Sprites.html b/manuals/chickadee/Sprites.html index 6069f8f..3d045ba 100644 --- a/manuals/chickadee/Sprites.html +++ b/manuals/chickadee/Sprites.html @@ -1,6 +1,6 @@ - - + --> + - + Sprites (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.3 Sprites

    For those who are new to this game, a sprite is a 2D rectangular @@ -221,7 +221,7 @@ arguments may be used. as they are the same.

    -
    +

    Next: , Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/Textures.html b/manuals/chickadee/Textures.html index 80a30db..5b8e506 100644 --- a/manuals/chickadee/Textures.html +++ b/manuals/chickadee/Textures.html @@ -1,6 +1,6 @@ - - + --> + - + Textures (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.2 Textures

    Textures are essentially images: a 2D grid of color values. However, @@ -285,7 +285,7 @@ practical use of cube maps.

    Return #t if obj is a cube map.

    -
    +

    Next: , Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/The-Environment.html b/manuals/chickadee/The-Environment.html index db4e415..3e08719 100644 --- a/manuals/chickadee/The-Environment.html +++ b/manuals/chickadee/The-Environment.html @@ -1,6 +1,6 @@ - - + --> + - + The Environment (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Previous: , Up: Audio   [Contents][Index]

    -
    +

    5.4.4 The Environment

    The environment defines global parameters that govern how sound is diff --git a/manuals/chickadee/The-Game-Loop.html b/manuals/chickadee/The-Game-Loop.html index 7d7acfb..45a4d42 100644 --- a/manuals/chickadee/The-Game-Loop.html +++ b/manuals/chickadee/The-Game-Loop.html @@ -1,6 +1,6 @@ - - + --> + - + The Game Loop (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Up: Kernel   [Contents][Index]

    -
    +

    5.1.1 The Game Loop

    At the very core of Chickadee there is an event loop. This loop, or @@ -102,7 +102,7 @@ Chickadee game loop. calling run-game is already taken care of for you.

    -
    Procedure: run-game [#:window-title "Chickadee!"] [#:window-width 640] [#:window-height 480] [#:window-fullscreen? #f] [#:window-resizable? #f] [#:update-hz 60] [#:load] [#:update] [#:draw] [#:quit] [#:key-press] [#:key-release] [#:text-input] [#:mouse-press] [#:mouse-release] [#:mouse-move] [#:controller-add] [#:controller-remove] [#:controller-press] [#:controller-release] [#:controller-move] [#:error]
    +
    Procedure: run-game [#:window-title "Chickadee!"] [#:window-width 640] [#:window-height 480] [#:window-fullscreen? #f] [#:window-resizable? #f] [#:update-hz 60] [#:clear-color] [#:load] [#:update] [#:draw] [#:quit] [#:key-press] [#:key-release] [#:text-input] [#:mouse-press] [#:mouse-release] [#:mouse-move] [#:controller-add] [#:controller-remove] [#:controller-press] [#:controller-release] [#:controller-move] [#:window-keyboard-enter] [#:window-keyboard-leave] [#:window-mouse-enter] [#:window-mouse-leave] [#:window-show] [#:window-hide] [#:window-minimize] [#:window-maximize] [#:window-move] [#:window-resize] [#:error]

    Run the Chickadee game loop.

    @@ -110,7 +110,8 @@ calling run-game is already taken care of for you. window-height as its dimensions, window-title as its title, and in fullscreen mode if window-fullscreen? is #t. If window-resizable? is #t then the window -can be resized by the user. +can be resized by the user. The screen color will be set to +clear-color, or a pleasant light blue, by default.

    • load: Called with zero arguments when the game window has opened @@ -277,6 +278,55 @@ values are:
    • +
    • window-keyboard-enter: Called with zero arguments when the +window gains keyboard focus. + +
    • window-keyboard-leave: Called with zero arguments when the +window loses keyboard focus. + +
    • window-mouse-enter: Called with zero arguments when the window +gains mouse focus. + +
    • window-mouse-leave: Called with zero arguments when the window +loses mouse focus. + +
    • window-show: Called with zero arguments when the window is +shown after having been hidden. + +
    • window-hide: Called with zero arguments when the window is +hidden. + +
    • window-minimize: Called with zero arguments when the window is +minimized. + +
    • window-maximize: Called with zero arguments when the window is +maximized. + +
    • window-move: Called with two arguments when the window is moved +within the desktop environment. + +
        +
      1. x: The x coordinate of the top-left corner of the window, in +pixels. + +
      2. y: The y coordinate of the top-left corner of the window, in +pixels. + +
      + +

      Desktop environments use the top-left corner as the origin rather than +the bottom-left like Chickadee does, hence the discrepancy here. +

      +
    • window-resize: Called with zero arguments when the window is +resized. + +
        +
      1. width: The new width in pixels. + +
      2. height: The new height in pixels. + +
      +
    • error: Called with two arguments when an error occurs:
        @@ -358,7 +408,7 @@ behavior is to simply re-throw the error.

        Return the current value of the system timer in seconds.

    -
    +

    Next: , Up: Kernel   [Contents][Index]

    diff --git a/manuals/chickadee/The-Listener.html b/manuals/chickadee/The-Listener.html index 43e0f57..a6f5ab3 100644 --- a/manuals/chickadee/The-Listener.html +++ b/manuals/chickadee/The-Listener.html @@ -1,6 +1,6 @@ - - + --> + - + The Listener (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Audio   [Contents][Index]

    -
    +

    5.4.3 The Listener

    The listener is a collection of global state that represents the diff --git a/manuals/chickadee/Tile-Maps.html b/manuals/chickadee/Tile-Maps.html index 662d69f..c6d9339 100644 --- a/manuals/chickadee/Tile-Maps.html +++ b/manuals/chickadee/Tile-Maps.html @@ -1,6 +1,6 @@ - - + --> + - + Tile Maps (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.7 Tile Maps

    A tile map is a scene created by composing lots of small sprites, @@ -354,7 +354,7 @@ keyword argument.

    Return the list of points that form polygon.

    -
    +

    Next: , Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/Tweening.html b/manuals/chickadee/Tweening.html index a72886b..b69b75e 100644 --- a/manuals/chickadee/Tweening.html +++ b/manuals/chickadee/Tweening.html @@ -1,6 +1,6 @@ - - + --> + - + Tweening (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Scripting   [Contents][Index]

    -
    +

    5.5.3 Tweening

    Tweening is the process of transitioning something from an initial @@ -92,11 +92,11 @@ state to a final state over a pre-determined period of time. In other words, tweening is a way to create animation. The tween procedure can be used within any script like so:

    -
    -
    (define x 0)
    -(script
    -  ;; 0 to 100 in 60 ticks of the agenda.
    -  (tween 60 0 100 (lambda (y) (set! x y))))
    +
    +
    (define x 0)
    +(script
    +  ;; 0 to 100 in 60 ticks of the agenda.
    +  (tween 60 0 100 (lambda (y) (set! x y))))
     
    diff --git a/manuals/chickadee/Vector-Paths.html b/manuals/chickadee/Vector-Paths.html index 68af3d8..81d6307 100644 --- a/manuals/chickadee/Vector-Paths.html +++ b/manuals/chickadee/Vector-Paths.html @@ -1,6 +1,6 @@ - - + --> + - + Vector Paths (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.5 Vector Paths

    The (chickadee graphics path) module can be used to draw lines, @@ -107,13 +107,13 @@ the first.

    Procedure: path . commands

    Return a new path that follows commands.

    -
    -
    (path (move-to (vec2 50.0 50.0))
    -      (line-to (vec2 500.0 50.0))
    -      (line-to (vec2 400.0 200.0))
    -      (bezier-to (vec2 500.0 250.0) (vec2 380.0 300.0) (vec2 400.0 400.0))
    -      (line-to (vec2 300.0 400.0))
    -      (close-path))
    +
    +
    (path (move-to (vec2 50.0 50.0))
    +      (line-to (vec2 500.0 50.0))
    +      (line-to (vec2 400.0 200.0))
    +      (bezier-to (vec2 500.0 250.0) (vec2 380.0 300.0) (vec2 400.0 400.0))
    +      (line-to (vec2 300.0 400.0))
    +      (close-path))
     
    @@ -257,10 +257,10 @@ combined together to form arbitrarily complex pictures.
  • stroke-cap
  • -
    -
    (with-style ((stroke-color green)
    -             (stroke-width 4.0))
    -  (stroke (circle (vec2 100.0 100.0) 50.0)))
    +
    +
    (with-style ((stroke-color green)
    +             (stroke-width 4.0))
    +  (stroke (circle (vec2 100.0 100.0) 50.0)))
     
    @@ -450,7 +450,7 @@ the image, should a painter later be associated with this canvas.

    Render canvas to the screen.

    -
    +

    Next: , Previous: , Up: Graphics   [Contents][Index]

    diff --git a/manuals/chickadee/Vectors.html b/manuals/chickadee/Vectors.html index d11bfc6..8761fe9 100644 --- a/manuals/chickadee/Vectors.html +++ b/manuals/chickadee/Vectors.html @@ -1,6 +1,6 @@ - - + --> + - + Vectors (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Math   [Contents][Index]

    -
    +

    5.2.2 Vectors

    Unlike Scheme’s vector data type, which is a sequence of arbitrary @@ -96,8 +96,8 @@ release.

    Here’s a quick example of adding two vectors:

    -
    -
    (define v (vec2+ (vec2 1 2) (vec2 3 4)))
    +
    +
    (define v (vec2+ (vec2 1 2) (vec2 3 4)))
     

    A Note About Performance @@ -339,7 +339,7 @@ multiplying it by x, a 3D vector or a scalar. store the result in dest.

    -
    +

    Next: , Previous: , Up: Math   [Contents][Index]

    diff --git a/manuals/chickadee/Viewports.html b/manuals/chickadee/Viewports.html index 804b226..c60adc3 100644 --- a/manuals/chickadee/Viewports.html +++ b/manuals/chickadee/Viewports.html @@ -1,6 +1,6 @@ - - + --> + - + Viewports (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Next: , Previous: , Up: Graphics   [Contents][Index]

    -
    +

    5.3.15 Viewports

    A viewport represents a subset of the screen (or framebuffer). When @@ -93,8 +93,7 @@ viewport. These aren’t often needed, and Chickadee’s default viewpo occupies the entire screen, but there are certain situations where they are useful. For example, a split-screen multiplayer game may render to two different viewports, each occupying a different half of -the screen. For information about how to set the current viewport, -see with-viewport in Rendering Engine. +the screen.

    The (chickadee graphics viewport) module provides the following API: diff --git a/manuals/chickadee/Window-Manipulation.html b/manuals/chickadee/Window-Manipulation.html index b322014..879c12c 100644 --- a/manuals/chickadee/Window-Manipulation.html +++ b/manuals/chickadee/Window-Manipulation.html @@ -1,6 +1,6 @@ - - + --> + - + Window Manipulation (The Chickadee Game Toolkit) - - - - - - - - - - - + + + + + + + + + + + - + @@ -84,7 +84,7 @@ ul.no-bullet {list-style: none}

    Previous: , Up: Kernel   [Contents][Index]

    -
    +

    5.1.3 Window Manipulation

    diff --git a/manuals/chickadee/index.html b/manuals/chickadee/index.html index 915c50f..0d414d5 100644 --- a/manuals/chickadee/index.html +++ b/manuals/chickadee/index.html @@ -1,6 +1,6 @@ - - + --> + - + Top (The Chickadee Game Toolkit) - - - - - - - - - + + + + + + + + + - + @@ -203,7 +203,7 @@ ul.no-bullet {list-style: none}
  • Appendix A Copying This Manual
  • Index
  • @@ -214,10 +214,10 @@ ul.no-bullet {list-style: none}

    Next:   [Contents][Index]

    -
    +

    Chickadee

    -

    Copyright © 2017-2021 David Thompson davet@gnu.org +

    Copyright © 2017-2023 David Thompson dthompson2@worcester.edu

    Permission is granted to copy, distribute and/or modify this document @@ -248,14 +248,14 @@ Foundation Web site at http://www • API Reference  Chickadee API reference. -• Copying This Manual  The GNU Free Documentation License and you! +• Copying This Manual   • Index   -


    +

    Next:   [Contents][Index]

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