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-rw-r--r--doc/api.texi20
1 files changed, 17 insertions, 3 deletions
diff --git a/doc/api.texi b/doc/api.texi
index ebac327..f1726d9 100644
--- a/doc/api.texi
+++ b/doc/api.texi
@@ -2,6 +2,7 @@
* Kernel:: The fundamental components.
* Math:: Linear algebra, spatial partitioning, and more.
* Graphics:: Eye candy.
+* Audio:: Make some noise.
* Scripting:: Bringing the game world to life.
@end menu
@@ -1334,6 +1335,10 @@ blocks to implement additional rendering techniques.
@node Textures
@subsection Textures
+Textures are essentially images: a 2D grid of color values. The
+@code{(chickadee render texture)} module provides an interface for
+working with texture objects.
+
@deffn {Procedure} load-image file [#:min-filter nearest] @
[#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat]
@@ -1437,9 +1442,12 @@ Return the texture region in @var{atlas} at @var{index}.
For those who are new to this game, a sprite is a 2D rectangular
bitmap that is rendered to the screen. For 2D games, sprites are the
most essential graphical abstraction. They are used for drawing maps,
-players, NPCs, items, particles, text, etc. In Chickadee, bitmaps are
-stored in textures (@pxref{Textures}) and can be used to draw sprites
-via the @code{draw-sprite} procedure.
+players, NPCs, items, particles, text, etc.
+
+In Chickadee, the @code{(chickadee render sprite)} module provides the
+interface for working with sprites. Bitmaps are stored in textures
+(@pxref{Textures}) and can be used to draw sprites via the
+@code{draw-sprite} procedure.
@deffn {Procedure} draw-sprite texture position @
[#:tint white] [#:origin] [#:scale] [#:rotation] [#:blend-mode alpha] @
@@ -2776,6 +2784,12 @@ Return the binding location of @var{attribute}.
Return the data type of @var{attribute}.
@end deffn
+@node Audio
+@section Audio
+
+Most games need to play audio. Background music to set the mood and
+many sound effects for when things happen.
+
@node Scripting
@section Scripting