| Commit message (Collapse) | Author | Age | Files | Lines |
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Thanks to Tim Meehan for pointing out this omission.
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Snarfed from Guix.
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The shader module includes the buffer module.
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Now includes depth function, mask, and range configuration.
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* examples/audio.scm: New file.
* Makefile.am (EXTRA_DIST): Add it.
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* chickadee/audio.scm: New file.
* Makefile.am (SOURCES): Add it.
* api.texi (Audio): Add docs.
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* chickadee/audio/mpg123.scm: New file.
* Makefile.am (SOURCES): Add it.
* configure.ac: Check for mpg123 library.
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* chickadee/audio/vorbis.scm: New file.
* Makefile.am (SOURCES): Add it.
* configure.ac: Check for vorbis library.
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* chickadee/audio/wav.scm: New file.
* Makefile.am (SOURCES): Add it.
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* examples/sprite-batch.scm: New file.
* examples/images/shot.png: New file.
* Makefile.am (EXTRA_DIST): Add them.
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This will allow for lots of controllers to be automatically mapped
correctly without the user having to do anything.
* data/gamecontrollerdb.txt: New file.
* Makefile.am (dist_pkgdata_DATA): Add it.
* chickadee.scm (run-game): Load game controller db file.
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* examples/game-controller.scm: New file.
* examples/images/controller-buttons.png: New file.
* Makefile.am (EXTRA_DIST): Add them.
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* Makefile.am (godir): Use "site-ccache", not "ccache".
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* examples/images/explosion.png: New file.
* examples/particles.scm: New file.
* Makefile.am (EXTRA_DIST): Add them.
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I know I'm backpedaling here, but I think it was a mistake to expose
SDL2 as much as I have here. I think it's better for people just
getting started to not have to wonder what SDL means. Making things
as usable as possible for beginners is an important goal, and
abstracting SDL2 + OpenGL things from the core game loop
implementation shouldn't require sacrificing that goal.
* chickadee.scm: Switch code with...
* chickadee/game-loop.scm: ...this! Which is copied straight from...
* chickadee/sdl.scm: ...this! Which is now deleted.
* Makefile.am (SOURCES): Add game-loop.scm, remove sdl.scm.
* examples/grid.scm: Update due to API breakage.
* examples/lines.scm: Ditto.
* examples/nine-patch.scm: Ditto.
* examples/sprite.scm: Ditto.
* examples/text.scm: Ditto.
* examples/tiled.scm: Ditto.
* doc/api.texi (Kernel): Update.
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* data/fonts/good-neighbors.fnt: New file.
* data/fonts/good-neighbors.png: New file.
* data/CREDITS: New file.
* examples/fonts/AUTHORS: Delete.
* examples/fonts/good_neighbors_starling.png: Delete.
* examples/fonts/good_neighbors_starling.xml: Delete.
* Makefile.am (dist_pkgdata_DATA, fontsdir, dist_fonts_DATA): New
variables.
(EXTRA_DIST): Remove examples/fonts files.
* chickadee/render/font.scm (draw-text): Make font an optional keyword argument.
* doc/api.texi (Fonts): Document it.
* examples/grid.scm: Update to use new draw-text API.
* examples/nine-patch.scm: Ditto.
* examples/text.scm: Ditto.
squash! render: font: Include a default font for convenience.
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* chickadee/render/particles.scm: New file.
* Makefile.am (SOURCES): Add it.
* doc/api.texi (Particles): New subsection.
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* chickadee/math/grid.scm: New file.
* examples/grid.scm: New file.
* Makefile.am (SOURCES): Add grid module.
(EXTRA_DIST): Add grid example.
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* chickadee/math/bezier.scm: New file.
* Makefile.am (SOURCES): Add it.
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Accidentally removed the wrong buffer.scm!
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* examples/images/tiles.png: New file.
* examples/map/example.tmx: New file.
* examples/tiled.scm: New file.
* Makefile.am (EXTRA_DIST): Add them.
* examples/images/AUTHORS: Credit the author of the tileset.
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* chickadee/render/tiled.scm: New file.
* Makefile.am (SOURCES): Add it.
* doc/api.texi (Tile Maps): New subsection.
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* chickadee/path-finding.scm: New file.
* Makefile.am (SOURCES): Add it.
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* chickadee/scripting/coroutine.scm: Move to...
* chickadee/scripting/script.scm: ...here, and s/coroutine/script.
* chickadee/scripting/channel.scm (channel-get, channel-put): Update
docstring to say "script" instead of "coroutine".
* chickadee/scripting.scm: s/coroutine/script/
* Makefile.am (SOURCES): Replace coroutine.scm with script.scm.
* doc/api.texi: s/coroutine/script/
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* chickadee/render/asset.scm: New file.
* chickadee/render/scene.scm: New file.
* data/shaders/pbr/pbr-frag.glsl: New file.
* data/shaders/pbr/pbr-vert.glsl: New file.
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