| Commit message (Collapse) | Author | Age | Files | Lines |
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* chickadee/math.scm (2pi): New variable.
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* chickadee/audio.scm: New file.
* Makefile.am (SOURCES): Add it.
* api.texi (Audio): Add docs.
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* chickadee/render/tiled.scm (point->tile): New procedure.
* doc/api.texi (Tiled): Document it.
* examples/tiled.scm: Render tile coordinates in bottom-left corner.
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* doc/api.texi (Live Coding): New subsection.
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* doc/api.texi (Tile Maps): Add more procedure documentation.
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* doc/api.texi (Agendas): Rewrite example code that used obsolete hook
API.
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* chickadee/render/buffer.scm: s/typed-buffer/buffer-view/
* chickadee/render/shapes.scm: Same.
* chickadee/render/sprite.scm: Same.
* doc/api.texi: Same.
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* chickadee/render/texture.scm (list->texture-atlas): Tweak docstring.
* doc/api.texi (Textures): Document more procedures.
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This new version performs better and has a better API. It closely
resembles Love2D's sprite batch API.
* chickadee/render/sprite.scm (with-batched-sprites,
sprite-batch-reset!, sprite-batch-begin!,
draw-sprite-batched, *batch?*, %batch): Delete.
(draw-sprite-unbatched): Rename to 'draw-sprite*'.
(<sprite-batch>)[index-buffer, position-buffer, texture-buffer]:
Delete fields.
[vertex-buffer]: New field.
(init-sprite-batch, double-sprite-batch-size!, sprite-batch-add!,
sprite-batch-flush!): Rewrite.
(make-sprite-batch): Add 'capacity' and 'blend-mode' arguments.
(draw-sprite-batch): New procedure.
(draw-nine-patch*): Stop using sprite batches for now.
* chickadee/render/font.scm: (<font>)[sprite-batches]: New field.
(load-tile-font, load-font): Create a sprite batch for each texture
loaded.
(draw-text*): Use sprite batches.
* chickadee/render/tiled.scm: (<tile>)[batch]: New field.
(<tileset>)[batch]: New field.
(load-tile-map): Create a sprite batch for each tileset.
(draw-tile-layer): Use new sprite batch API.
(draw-tile-map*): Remove reference to deleted macro.
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* chickadee/render/sprite.scm (draw-nine-patch*, draw-nine-patch): Add
tint keyword argument.
* doc/api.texi (Sprites): Document new argument.
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Add support for tinting and simplify batch rendering.
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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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* doc/api.texi (Rectangles): Document 'rect' procedure.
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