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* Chickadee: (chickadee). Game programming toolkit for Guile.
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<span id="Invoking-chickadee-play"></span><div class="header">
<p>
Next: <a href="Invoking-chickadee-bundle.html" accesskey="n" rel="next">Invoking chickadee bundle</a>, Up: <a href="Command-Line-Interface.html" accesskey="u" rel="up">Command Line Interface</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
</div>
<hr>
<span id="Invoking-chickadee-play-1"></span><h3 class="section">3.1 Invoking <code>chickadee play</code></h3>
<p>The <code>chickadee play</code> command is used to open a window and run
the Chickadee game contained within a Scheme source file.
</p>
<div class="example">
<pre class="example">chickadee play the-legend-of-emacs.scm
</pre></div>
<p>In this file, special procedures may be defined to handle various
events from the game loop:
</p>
<ul>
<li> quit-game
</li><li> draw
</li><li> update
</li><li> key-press
</li><li> key-release
</li><li> text-input
</li><li> mouse-press
</li><li> mouse-release
</li><li> mouse-move
</li><li> mouse-wheel
</li><li> controller-add
</li><li> controller-remove
</li><li> controller-press
</li><li> controller-release
</li><li> controller-move
</li></ul>
<p>See <a href="The-Game-Loop.html">The Game Loop</a> for complete information on all of these
hooks, such as the arguments that each procedure receives.
</p>
<p>In additional to evaluating the specified source file, the directory
containing that file is added to Guile’s load path so that games can
easily be divided into many different files. Furthermore, that
directory is entered prior to evaluating the file so that data files
(images, sounds, etc.) can be loaded relative to the main source file,
regardless of what the current directory was when <code>chickadee
play</code> was invoked.
</p>
<p>Many aspects of the initial game window and environment can be
controlled via the following options:
</p>
<dl compact="compact">
<dt><code>--title=<var>title</var></code></dt>
<dt><code>-t <var>title</var></code></dt>
<dd>
<p>Set the window title to <var>title</var>.
</p>
</dd>
<dt><code>--width=<var>width</var></code></dt>
<dt><code>-w <var>width</var></code></dt>
<dd>
<p>Set the window width to <var>width</var> pixels.
</p>
</dd>
<dt><code>--height=<var>height</var></code></dt>
<dt><code>-h <var>height</var></code></dt>
<dd>
<p>Set the window height to <var>height</var> pixels.
</p>
</dd>
<dt><code>--fullscreen</code></dt>
<dt><code>-f</code></dt>
<dd>
<p>Open window in fullscreen mode.
</p>
</dd>
<dt><code>--resizable</code></dt>
<dt><code>-r</code></dt>
<dd>
<p>Make window resizable.
</p>
</dd>
<dt><code>--update-hz=<var>n</var></code></dt>
<dt><code>-u <var>n</var></code></dt>
<dd>
<p>Update the game <var>n</var> times per second.
</p>
</dd>
<dt><code>--repl</code></dt>
<dd>
<p>Launch a REPL in the terminal. This will allow the game environment
to be debugged and modified without having to stop and restart the
game after each change.
</p>
</dd>
<dt><code>--repl-server[=<var>port</var>]</code></dt>
<dd>
<p>Launch a REPL server on port <var>port</var>, or 37146 by default.
</p>
<p><code>telnet localhost 37146</code> (or whatever port number was given)
will do the trick, but using the <a href="https://www.nongnu.org/geiser/">Geiser</a> extension for Emacs is by far the best way to develop at the
REPL with Guile. Use <code>M-x connect-to-guile</code> to connect to the
REPL server.
</p>
</dd>
<dt><code>--language=<var>language</var></code></dt>
<dd>
<p>Process the input program using <var>language</var>, the identifier of a
language within Guile’s language tower. By default, unsurprisingly,
Scheme is used.
</p>
<p>For example, to use the neat
<a href="https://www.draketo.de/software/wisp">Wisp</a> language as an
alternative to Scheme’s parenthetical syntax, pass
<code>--language=wisp</code>. Wisp is not included with Guile and must be
installed separately.
</p>
</dd>
<dt><code>-x <var>extension</var></code></dt>
<dd>
<p>Add <var>extension</var> to the list of file extensions that Guile will
load.
</p>
<p>For example, Wisp files canonically use the <samp>.w</samp> extension.
Here’s what a “hello, world” Chickadee program looks like in Wisp:
</p>
<div class="example">
<pre class="example">define : draw alpha
draw-text "Hello, world!" : vec2 260.0 240.0
</pre></div>
<p>Assuming the above code is saved to a <samp>hello.w</samp> file,
<code>chickadee play</code> be invoked as follows:
</p>
<div class="example">
<pre class="example">chickadee play --language=wisp -x .w hello.w
</pre></div>
</dd>
</dl>
<hr>
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Next: <a href="Invoking-chickadee-bundle.html" accesskey="n" rel="next">Invoking chickadee bundle</a>, Up: <a href="Command-Line-Interface.html" accesskey="u" rel="up">Command Line Interface</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
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