@menu * Kernel:: The fundamental components. * Input:: Keyboard, mouse, and controller input. * Math:: Linear algebra and more. * Graphics:: Eye candy. * Audio:: Sound effects and music. * Scripting:: Bringing the game world to life. @end menu @node Kernel @section Kernel At the very core of Chickadee, in the @code{(chickadee)} module, lies an event loop. This loop, or ``kernel'', is responsible for creating and managing the game window, dispatching input events, ensuring that the game is updated at the desired interval, and rendering graphics. The kernel implements what is known as a ``fixed timestep'' game loop, meaning that the game simulation will be advanced by a fixed interval of time and will never vary from frame to frame, unlike some other styles of game loops. The appropriately named @code{run-game} and @code{abort-game} procedures are the entry and exit points to the Chickadee kernel. On its own, the kernel does not do very much at all. In order to actually respond to input events, update game state, or draw something to the game window, a hacker with a penchant for game development must latch onto extension points built into the kernel, called ``hooks'', and specify what action ought to be taken for any given event. For example, the @code{key-press-hook} can be used to respond to the @code{a} key being pressed by swinging the player's mighty sword. There are many hooks available, so read on to learn about all of them. For information about using Guile's hook API, see @xref{Hooks,,, guile, GNU Guile Reference Manual}. @deffn {Scheme Procedure} run-game [#:window-title "Chickadee!"] @ [#:window-width 640] [#:window-height 480] [#:window-fullscreen? #f] @ [#:update-hz 60] Start the event loop. This procedure will not return until @code{abort-game} is called. The @code{update-hook} will be run @var{update-hz} times per second. A new graphical window will be opened with @var{window-width} x @var{window-height} as its dimensions, @var{window-title} as its title, and in fullscreen mode if @var{window-fullscreen?} is @code{#t}. @end deffn @deffn {Scheme Procedure} abort-game Stop the currently running Chickadee event loop. @end deffn @deffn {Scheme Procedure} time Return the current game time in milliseconds. @end deffn @defvr {Scheme Variable} load-hook A hook that is run once when the event loop boots, before any other hook is run. This hook is run with zero arguments. @example (add-hook! load-hook (lambda () (display "hello!\n"))) @end example @end defvr @defvr {Scheme Variable} update-hook A hook that is run every time the game simulation should be advanced. This hook is run with a single argument @var{dt}, the fixed timestep that was configured when the event loop was started, in milliseconds. @example (add-hook! update-hook (lambda (dt) (display "tick!\n"))) @end example @end defvr @defvr {Scheme Variable} before-draw-hook A hook that is run before a frame is rendered. This hook is run with zero arguments. @example (add-hook! before-draw-hook (lambda () (display "about to draw!\n"))) @end example @end defvr @defvr {Scheme Variable} after-draw-hook A hook that is run after a frame is rendered. This hook is run with zero arguments. @example (add-hook! after-draw-hook (lambda () (display "done drawing!\n"))) @end example Combined with @code{before-draw-hook}, one can perform a frames per second calculation to monitor game performance and stability. @end defvr @defvr {Scheme Variable} draw-hook A hook that is run each time a frame should be rendered. This hook is run with a single argument @var{alpha}, a value in the range [0, 1] which represents how much time has past since the last game state update relative to the upcoming game state update, as a percentage. Because the game state is updated independent of rendering, it is often the case that rendering is occuring between two updates. If the game is rendered as it was during the last update, a strange side-effect will occur that makes animation appear rough or ``choppy''. To counter this, the @var{alpha} value can be used to perfrom a linear interpolation of a moving object between its current position and its previous position. This odd trick has the pleasing result of making the animation look smooth again, but requires keeping track of previous state. @c TODO: Add example of linear interpolation @example (add-hook! draw-hook (lambda (alpha) (display "<(._.<) \n"))) @end example @end defvr @defvr {Scheme Variable} quit-hook A hook that is run when the user clicks the close button on the game window. This hook is run with zero arguments. @example (add-hook! quit-hook (lambda () (display "bye!\n"))) @end example @end defvr @defvr {Scheme Variable} key-press-hook A hook that is run when a key is pressed on the keyboard. This hook is run with four arguments: @enumerate @item @var{key}: The symbolic name of the ``virtual'' key that was pressed. For example: @code{backspace}. It's called a virtual key because the operating system may map a physical keyboard key to another key entirely, such as how the author binds the ``caps lock'' key to mean ``control''. @item @var{scancode}: The symbolic name of the physical key that was pressed. @item @var{modifiers}: A list of the symbolic names of modifier keys that were being held down when the key was pressed. Possible values include @code{ctrl}, @code{alt}, and @code{shift}. @item @var{repeat?}: @code{#t} if this is a repeated press of the same key. @end enumerate @example (add-hook! key-press-hook (lambda (key scancode modifiers repeat?) (display "pressed key: ") (display key) (newline))) @end example @end defvr @defvr {Scheme Variable} key-release-hook A hook that is run when a key is released on the keyboard. This hook is run with three arguments: @enumerate @item @var{key}: The symbolic name of the ``virtual'' key that was released. @item @var{scancode}: The symbolic name of the physical key that was released. @item @var{modifiers}: A list of the symbolic names of modifier keys that were being held down when the key was released. @end enumerate @end defvr @defvr {Scheme Variable} text-input-hook A hook that is run when printable text is typed on the keyboard. This hook is run with a single argument, @var{text}, a string containing the text that was entered. @end defvr @defvr {Scheme Variable} mouse-press-hook A hook that is run when a mouse button is pressed. This hook is run with four arguments: @enumerate @item @var{button}: The symbolic name of the button that was pressed, such as @code{left}, @code{middle}, or @code{right}. @item @var{clicks}: The number of times the button has been clicked in a row. @item @var{x}: The x coordinate of the mouse cursor. @item @var{y}: The y coordinate of the mouse cursor. @end enumerate @end defvr @defvr {Scheme Variable} mouse-release-hook A hook that is run when a mouse button is released. This hook is run with three arguments: @enumerate @item @var{button}: The symbolic name of the button that was released. @item @var{x}: The x coordinate of the mouse cursor. @item @var{y}: The y coordinate of the mouse cursor. @end enumerate @end defvr @defvr {Scheme Variable} mouse-move-hook A hook that is run when the mouse is moved. This hook is run with five arguments: @enumerate @item @var{x}: The x coordinate of the mouse cursor. @item @var{y}: The y coordinate of the mouse cursor. @item @var{dx}: The amount the mouse has moved along the x axis since the last mouse move event. @item @var{dy}: The amount the mouse has moved along the y axis since the last mouse move event. @item @var{buttons}: A list of the buttons that were pressed down when the mouse was moved. @end enumerate @end defvr @defvr {Scheme Variable} controller-add-hook A hook that is run when a game controller is connected. This hook is run with a single argument, @var{controller}, the controller that was connected. @end defvr @defvr {Scheme Variable} controller-remove-hook A hook that is run when a game controller is disconnected. This hook is run with a single argument, @var{controller}, the controller that was disconnected. @end defvr @defvr {Scheme Variable} controller-press-hook A hook that is run when a button on a game controller is pressed. This hook is run with two arguments: @enumerate @item @var{controller}: The controller that triggered the event. @item @var{button}: The symbolic name of the button that was pressed. Possible buttons are: @itemize @item @code{a} @item @code{b} @item @code{x} @item @code{y} @item @code{back} @item @code{guide} @item @code{start} @item @code{left-stick} @item @code{right-stick} @item @code{left-shoulder} @item @code{right-shoulder} @item @code{dpad-up} @item @code{dpad-down} @item @code{dpad-left} @item @code{dpad-right} @end itemize @end enumerate @end defvr @defvr {Scheme Variable} controller-release-hook A hook that is run when a button on a game controller is released. This hook is run with two arguments: @enumerate @item @var{controller}: The controller that triggered the event. @item @var{button}: The symbolic name of the button that was released. @end enumerate @end defvr @defvr {Scheme Variable} controller-move-hook A hook that is run when an analog stick or trigger on a game controller is moved. This hook is run with three arguments @enumerate @item @var{controller}: The controller that triggered the event. @item @var{axis}: The symbolic name of the axis that was moved. Possible values are: @itemize @item @code{left-x} @item @code{left-y} @item @code{right-x} @item @code{right-y} @item @code{trigger-left} @item @code{trigger-right} @end itemize @end enumerate @end defvr @node Input @section Input Chickadee can handle input events from the keyboard, mouse, and game controllers. @menu * Keyboard:: Keyboard input. @end menu @node Keyboard @subsection Keyboard @deffn {Scheme Procedure} key-pressed? @var{key} Return @code{#t} if @var{key} is currently being pressed. @end deffn @deffn {Scheme Procedure} key-released? @var{key} Return @code{#t} if @var{key} is not currently being pressed. @end deffn @node Math @section Math Chickadee contains data types and procedures for performing the most common computations in video game simulations such as linear algebra with vectors and matrices and axis-aligned bounding box collision detection. @menu * Basics:: Commonly used, miscellaneous things. * Vectors:: Euclidean vectors. * Matrices:: Transformation matrices. * Rectangles:: Axis-aligned bounding boxes. @end menu @node Basics @subsection Basics @defvar {Scheme Variable} pi An essential constant for all trigonometry. @code{@U{03C0}} is the ratio of a circle's circumferences to its diameter. Since @code{@U{03C0}} is an irrational number, the @var{pi} in Chickadee is a mere floating point approximation that is ``good enough.'' @end defvar @defvar {Scheme Variable} pi/2 Half of @var{pi}. @end defvar @node Vectors @subsection Vectors @node Matrices @subsection Matrices @node Rectangles @subsection Rectangles @node Graphics @section Graphics Chickadee aims to make hardware-accelerated graphics rendering as simple and efficient as possible by providing high-level APIs that interact with the low-level OpenGL API under the hood. Anyone that has worked with OpenGL directly knows that it has a steep learning curve and a lot of effort is needed to render even a single triangle. The Chickadee rendering engine attempts to make it easy to do common tasks like rendering a sprite while also providing all of the building blocks to implement additional rendering techniques. @menu * Rendering Engine:: Rendering state management. * Textures:: 2D images. * Sprites:: Draw 2D images. * Lines and Shapes:: Draw line segments and polygons. * Fonts:: Drawing text. * Blending and Depth Testing:: Control how pixels are combined. * Vertex Arrays:: Create 2D/3D models. * Shaders:: Create custom GPU programs. * Framebuffers:: Render to texture. * Viewports:: Restrict rendering to @end menu @node Rendering Engine @subsection Rendering Engine Chickadee defines rendering using a metaphor familiar to Scheme programmers: procedure application. A shader (@pxref{Shaders}) is like a procedure for the GPU to apply. Shaders are passed arguments: A vertex array containing the geometry to render (@pxref{Vertex Arrays}) and zero or more keyword arguments that the shader understands. Similar to how Scheme has @code{apply} for calling procedures, Chickadee provides @code{gpu-apply} for calling shaders. Additionally, there is some dynamic state that effects how @code{gpu-apply} will behave. Things like the current viewport, framebuffer, and blend mode are stored as dynamic state because it would be tedious to have to have to specify them each time @code{gpu-apply} is called. The following procedures and syntax can be found in the @code{(chickadee render)} module. @deffn {Scheme Syntax} gpu-apply @var{shader} @var{vertex-array} @ [#:uniform-key @var{uniform-value} ...] @deffnx {Scheme Syntax} gpu-apply* @var{shader} @var{vertex-array} @ @var{count} [#:uniform-key @var{uniform-value} ...] Render @var{vertex-array} using @var{shader} with the uniform values specified in the following keyword arguments. While @code{gpu-apply} will draw every vertex in @var{vertex-array}, @code{gpu-apply*} will only draw @var{count} vertices. @end deffn @deffn {Scheme Procedure} current-viewport Return the currently bound viewport. @xref{Viewports} for more details about using viewports. @end deffn @deffn {Scheme Procedure} current-framebuffer Return the currently bound framebuffer. @xref{Framebuffers} for more details about using framebuffers. @end deffn @deffn {Scheme Procedure} current-blend-mode Return the currently bound blend mode. @xref{Blending and Depth Testing} for more details about using blend modes. @end deffn @deffn {Scheme Procedure} current-depth-test Return @code{#t} if depth testing is currently enabled. @xref{Blending and Depth Testing} for more details about using the depth test. @end deffn @deffn {Scheme Procedure} current-texture Return the currently bound texture. @xref{Textures} for more details about using textures. @end deffn @deffn {Scheme Procedure} current-projection Return the currently bound projection matrix. @xref{Matrices} for more details about matrices. @end deffn @deffn {Scheme Syntax} with-viewport @var{viewport} @var{body} ... Evaluate @var{body} with the current viewport bound to @var{viewport}. @end deffn @deffn {Scheme Syntax} with-framebuffer @var{framebuffer} @var{body} ... Evaluate @var{body} with the current framebuffer bound to @var{framebuffer}. @end deffn @deffn {Scheme Syntax} with-blend-mode @var{blend-mode} @var{body} ... Evaluate @var{body} with the current blend mode bound to @var{blend-mode}. @end deffn @deffn {Scheme Syntax} with-depth-test @var{depth-test?} @var{body} ... Evaluate @var{body} with the depth-test disabled if @var{depth-test?} is @code{#f}, or enabled otherwise. @end deffn @deffn {Scheme Syntax} with-texture @var{texture} @var{body} ... Evaluate @var{body} with the current texture bound to @var{texture}. @end deffn @deffn {Scheme Syntax} with-projection @var{projection} @var{body} ... Evaluate @var{body} with the current projection matrix bound to @var{projection}. @end deffn @node Textures @subsection Textures @deffn {Scheme Procedure} load-image @var{file} [#:min-filter nearest] @ [#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat] Load the image data from @var{file} and return a new texture object. @var{min-filter} and @var{mag-filter} describe the method that should be used for minification and magnification when rendering, respectively. Possible values are @code{nearest} and @code{linear}. @var{wrap-s} and @var{wrap-t} describe how to interpret texture coordinates that are greater than @code{1.0}. Possible values are @code{repeat}, @code{clamp}, @code{clamp-to-border}, and @code{clamp-to-edge}. @end deffn @node Sprites @subsection Sprites 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. @deffn {Scheme Procedure} draw-sprite @var{texture} @var{region} @ [#:scale] [#:rotation] [#:blend-mode alpha] [#:texture-region] @ [#:shader] @end deffn It's not uncommon to need to draw hundreds or thousands of sprites each frame. However, GPUs (graphics processing units) are tricky beasts that prefer to be sent few, large chunks of data to render rather than many, small chunks. Using @code{draw-sprite} on its own will involve at least one GPU call @emph{per sprite}, which will quickly lead to poor performance. To deal with this, a technique known as ``sprite batching'' can be used. Instead of drawing each sprite immediately, the sprite batch will build up a large of buffer of sprites to draw and defer rendering until the last possible moment. Batching isn't a panacea, though. Batching only works if the sprites being drawn share as much in common as possible. Every time you draw a sprite with a different texture or blend mode, the batch will be sent off to the GPU. Therefore, batching is most useful if you minimize such changes. A good strategy for reducing texture changes is to stuff many bitmaps into a single image file and create a ``texture atlas'' (@pxref{Textures}) to access the sub-images within. Taking advantage of sprite batching in Chickadee is easy, just wrap the code that is calling @code{draw-sprite} a lot in the @code{with-batched-sprites} form. @deffn {Scheme Syntax} with-batched-sprites @var{body} @dots{} Use batched rendering for all @code{draw-sprite} calls within @var{body}. @end deffn With a basic sprite abstraction in place, it's possible to build other abstractions on top of it. One such example is the ``nine patch''. A nine patch is a sprite that can be rendered at various sizes without becoming distorted. This is achieved by diving up the sprite into nine regions: @itemize @item the center, which can be scaled horizontally and vertically @item the four corners, which can never be scaled @item the left and right sides, which can be scaled vertically @item the top and bottom sides, which can be scaled horizontally @end itemize The one caveat is that the bitmap regions must be designed in such a way so that they are not distorted when stretched along the affected axes. For example, that means that the top and bottom sides could have varying colored pixels vertically, but not horizontally. The most common application of this technique is for graphical user interface widgets like buttons and dialog boxes. By using a nine patch, they can be rendered at any size without unappealing scaling artifacts. @deffn {Scheme Procedure} draw-nine-patch @var{texture} @var{region} @ [#:margin 0] [#:top-margin margin] [#:bottom-margin margin] @ [#:left-margin margin] [#:right-margin margin] @ [#:texture-region] [#:scale] [#:rotation] [#:blend-mode alpha] @ [#:shader] Draw a nine patch sprite. A nine patch sprite renders @var{texture} as a @var{width} x @var{height} rectangle whose stretchable areas are defined by the given margin measurements @var{top-margin}, @var{bottom-margin}, @var{left-margin}, and @var{right-margin}. The @var{margin} argument may be used to configure all four margins at once. Refer to @code{draw-sprite} (@pxref{Sprites}) for information about the other arguments. @end deffn @node Lines and Shapes @subsection Lines and Shapes Sprites are fun, but sometimes simple, untextured lines and polygons are desired. That's where the @code{(chickadee render shapes)} module comes in! @deffn {Scheme Procedure} draw-line @var{start} @var{end} @ [#:thickness 0.5] [#:feather 1.0] [#:cap round] [#:color] @ [#:shader] Draw a line segment from @var{start} to @var{end}. The line will be @var{thickness} pixels thick with an antialiased border @var{feather} pixels wide. The line will be colored @var{color}. @var{cap} specifies the type of end cap that should be used to terminate the lines, either @code{none}, @code{butt}, @code{square}, @code{round}, @code{triangle-in}, or @code{triangle-out}. Advanced users may use the @var{shader} argument to override the built-in line segment shader. @end deffn @node Fonts @subsection Fonts Unlike the traditional TrueType font format that many are accustomed to, Chickadee loads and renders bitmap fonts in the @url{http://www.angelcode.com/products/bmfont/doc/file_format.html, Angel Code format}. But why use this seemingly obscure format? It's easy to find TTFs but not easy to find FNTs (the canonical file extension used for Angel Code fonts) and bitmap fonts don't scale well. The reason is efficiency. If all of the glyphs of a font are pre-rendered and packed into an image file then it becomes possible to use a texture atlas (@pxref{Textures}) and a sprite batch (@pxref{Sprites}) when rendering, which is a more efficient way to render fonts than using, say, @url{https://www.libsdl.org/projects/SDL_ttf/, SDL_ttf} or other solutions that involve using the FreeType library directly. Now what about scaling? In libraries that use TTF fonts, one must choose the size that the glyphs will be rasterized at up front. To use @code{n} sizes of the same font, one must load @code{n} variants of that font. If the size of the text is dynamic, some kind of texture scaling algorithm must be used and the text will inevitably look blurry. At first glance, using bitmap fonts seem to have an even worse issue. Instead of just loading the same font @code{n} times at different sizes, one would need to generate @code{n} image files for each font size needed. This is where the ``signed distance field'' rendering technique comes in. Introduced by @url{http://www.valvesoftware.com/.../2007/SIGGRAPH2007_AlphaTestedMagnification.pdf, Valve} in 2007, signed distance field fonts can be efficiently stored in a bitmap and be rendered at arbitrary scale factors with good results. Chickadee can render both traditional bitmap fonts and signed distance field fonts. @emph{Signed distance field font rendering is not yet available, so be patient.} While Chickadee does not yet offer a tool for converting TTF fonts into FNT fonts, tools such as @url{https://github.com/libgdx/libgdx/wiki/Hiero, Hiero} may be used in the meantime. The following procedures can be found in the @code{(chickadee render font)} module. @deffn {Scheme Procedure} load-font @var{file} Load the Angel Code formatted XML document in @var{file} and return a new font object. @end deffn @deffn {Scheme Procedure} font? @var{obj} Return @code{#t} if @var{obj} is a font object. @end deffn @deffn {Scheme Procedure} font-face @var{font} Return the name of @var{font}. @end deffn @deffn {Scheme Procedure} font-line-height @var{font} Return the line height of @var{font}. @end deffn @deffn {Scheme Procedure} font-line-height @var{font} Return the line height of @var{font}. @end deffn @deffn {Scheme Procedure} font-bold? @var{font} Return @code{#t} if @var{font} is a bold font. @end deffn @deffn {Scheme Procedure} font-italic? @var{font} Return @code{#t} if @var{font} is an italicized font. @end deffn @deffn {Scheme Procedure} draw-text @var{font} @var{text} @var{position} [#:scale] [#:rotation] [#:blend-mode] Draw the string @var{text} with the first character starting at @var{position} using @var{font}. @example (draw-text font "Hello, world!" (vec2 128.0 128.0)) @end example Refer to @code{draw-sprite} (@pxref{Sprites}) for information about the other arguments. @end deffn @node Blending and Depth Testing @subsection Blending and Depth Testing @node Vertex Arrays @subsection Vertex Arrays @node Shaders @subsection Shaders Shaders are programs for the GPU to evaluate. They are written in the OpenGL Shading Language, or GLSL. Chickadee does not currently provide a Scheme-like domain specific language for writing shaders. Since shaders must be written in GLSL and not Scheme, they are considered an advanced feature. @node Framebuffers @subsection Framebuffers @node Viewports @subsection Viewports @node Audio @section Audio Chickadee has two data types for audio: samples and music. Samples are for short sound effects like explosions. Music is for, well, uh@dots{}, music. Supported file formats include WAV and OGG. @deffn {Scheme Procedure} load-sample @var{file} Load audio sample from @var{file}. @end deffn @deffn {Scheme Procedure} set-sample-volume! @var{volume} Set the volume that all samples are played at to @var{volume}, an integer value between 0 and 128. @end deffn @deffn {Scheme Procedure} play-sample @var{sample} Play @var{sample}. Pretty straightforward! @end deffn @deffn {Scheme Procedure} load-music @var{file} Load music from @var{file}. @end deffn @deffn {Scheme Procedure} music-volume Return the volume level for music, an integer value between 0 and 128. @end deffn @deffn {Scheme Procedure} set-music-volume! @var{volume} Set the volume that music is played at to @var{volume}, an integer value between 0 and 128. @end deffn @deffn {Scheme Procedure} play-music @var{music} [@var{loop?}] Play @var{music}. If @var{loop?}, play it over and over and over and over and@dots{} @end deffn @deffn {Scheme Procedure} pause-music Pause the current music track. @end deffn @deffn {Scheme Procedure} resume-music Resume the current music track. @end deffn @deffn {Scheme Procedure} rewind-music estart the current music track from the beginning. @end deffn @deffn {Scheme Procedure} stop-music Stop playing the current music track. @end deffn @deffn {Scheme Procedure} music-playing? Return @code{#t} if music is currently playing. @end deffn @deffn {Scheme Procedure} music-paused? Return @code{#t} if music is currently paused. @end deffn @node Scripting @section Scripting Game logic is a web of asynchronous events that are carefully coordinated to bring the game world to life. In order to make an enemy follow and attack the player, or move an NPC back and forth in front of the item shop, or do both at the same time, a scripting system is a necessity. Chickadee comes with an asynchronous programming system in the @code{(chickadee scripting)} module. Lightweight, cooperative threads known as ``coroutines'' allow the programmer to write asynchronous code as if it were synchronous, and allow many such ``threads'' to run concurrently. But before we dig deeper into coroutines, let's discuss the simple act of scheduling tasks. @menu * Agendas:: Scheduling tasks. * Coroutines:: Cooperative multitasking. * Channels:: Publish data to listeners. @end menu @node Agendas @subsection Agendas To schedule a task to be performed later, an ``agenda'' is used. There is a default, global agenda that is ready to be used, or additional agendas may be created for different purposes. The following example prints the text ``hello'' when the agenda has advanced to time unit 10. @example (at 10 (display "hello\n")) @end example Most of the time it is more convenient to schedule tasks relative to the current time. This is where @code{after} comes in handy: @example (after 10 (display "hello\n")) @end example Time units in the agenda are in no way connected to real time. It's up to the programmer to decide what agenda time means. A simple and effective approach is to map each call of the update hook (@pxref{Kernel}) to 1 unit of agenda time, like so: @example (add-hook! update-hook (lambda (dt) (update-agenda 1))) @end example It is important to call @code{update-agenda} periodically, otherwise no tasks will ever be run! In addition to using the global agenda, it is useful to have multiple agendas for different purposes. For example, the game world can use a different agenda than the user interface, so that pausing the game is 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 @code{with-agenda} special form: @example (define game-world-agenda (make-agenda)) (with-agenda game-world-agenda (at 60 (spawn-goblin)) (at 120 (spawn-goblin)) (at 240 (spawn-goblin-king))) @end example @deffn {Scheme Procedure} make-agenda Return a new task scheduler. @end deffn @deffn {Scheme Procedure} agenda? @var{obj} Return @code{#t} if @var{obj} is an agenda. @end deffn @deffn {Scheme Procedure} current-agenda @deffnx {Scheme Procedure} current-agenda @var{agenda} When called with no arguments, return the current agenda. When called with one argument, set the current agenda to @var{agenda}. @end deffn @deffn {Scheme Syntax} with-agenda @var{agenda} @var{body} @dots{} Evaluate @var{body} with the current agenda set to @var{agenda}. @end deffn @deffn {Scheme Procedure} agenda-time Return the current agenda time. @end deffn @deffn {Scheme Procedure} update-agenda @var{dt} Advance the current agenda by @var{dt}. @end deffn @deffn {Scheme Procedure} schedule-at @var{time} @var{thunk} Schedule @var{thunk}, a procedure of zero arguments, to be run at @var{time}. @end deffn @deffn {Scheme Procedure} schedule-after @var{delay} @var{thunk} Schedule @var{thunk}, a procedure of zero arguments, to be run after @var{delay}. @end deffn @deffn {Scheme Syntax} at @var{time} @var{body} @dots{} Schedule @var{body} to be evaluated at @var{time}. @end deffn @deffn {Scheme Syntax} after @var{delay} @var{body} @dots{} Schedule @var{body} to be evaluated after @var{delay}. @end deffn @node Coroutines @subsection Coroutines Now that we can schedule tasks, let's take things to the next level. It sure would be great if we could make procedures that described a series of actions that happened over time, especially if we could do so without contorting our code into a nest of callback procedures. This is where coroutines come in. With coroutines we can write code in a linear way, in a manner that appears to be synchronous, but with the ability to suspend periodically in order to let other coroutines have a turn and prevent blocking the game loop. Building on top of the scheduling that agendas provide, here is a coroutine that models a child trying to get their mother's attention: @example (coroutine (while #t (display "mom!") (newline) (wait 60))) ; where 60 = 1 second of real time @end example This code runs in an endless loop, but the @code{wait} procedure suspends the coroutine and schedules it to be run later by the agenda. So, after each iteration of the loop, control is returned back to the game loop and the program is not stuck spinning in a loop that will never exit. Pretty neat, eh? Coroutines can suspend to any capable handler, not just the agenda. The @code{yield} procedure will suspend the current coroutine and pass its ``continuation'' to a handler procedure. This handler procedure could do anything. Perhaps the handler stashes the continuation somewhere where it will be resumed when the user presses a specific key on the keyboard, or maybe it will be resumed when the player picks up an item off of the dungeon floor; the sky is the limit. Sometimes it is necessary to abruptly terminate a coroutine after it has been started. For example, when an enemy is defeated their AI routine needs to be shut down. When a coroutine is spawned, a handle to that coroutine is returned that can be used to cancel it when desired. @example (define co (coroutine (while #t (display "hey\n") (wait 60)))) ;; sometime later (cancel-coroutine co) @end example @deffn {Scheme Procedure} spawn-coroutine @var{thunk} Apply @var{thunk} as a coroutine and return a handle to it. @end deffn @deffn {Scheme Syntax} coroutine @var{body} @dots{} Evaluate @var{body} as a coroutine and return a handle to it. @end deffn @deffn {Scheme Procedure} coroutine? @var{obj} Return @code{#t} if @var{obj} is a coroutine handle. @end deffn @deffn {Scheme Procedure} coroutine-cancelled? @var{obj} Return @code{#t} if @var{obj} has been cancelled. @end deffn @deffn {Scheme Procedure} coroutine-running? @var{obj} Return @code{#t} if @var{obj} has not yet terminated or been cancelled. @end deffn @deffn {Scheme Procedure} coroutine-complete? @var{obj} Return @code{#t} if @var{obj} has terminated. @end deffn @deffn {Scheme Procedure} cancel-coroutine @var{co} Prevent further execution of the coroutine @var{co}. @end deffn @deffn {Scheme Procedure} yield @var{handler} Suspend the current coroutine and pass its continuation to the procedure @var{handler}. @end deffn @deffn {Scheme Procedure} wait @var{duration} Wait @var{duration} before resuming the current coroutine. @end deffn @deffn {Scheme Procedure} channel-get @var{channel} Wait for a message from @var{channel}. @end deffn @deffn {Scheme Syntax} forever @var{body} @dots{} Evaluate @var{body} in an endless loop. @end deffn @node Channels @subsection Channels Channels are a tool for communicating amongst different coroutines. One coroutine can write a value to the channel and another can read from it. Reading or writing to a channel suspends that coroutine until there is someone on the other end of the line to complete the transaction. Here's a simplistic example: @example (define c (make-channel)) (coroutine (forever (let ((item (channel-get c))) (pk 'got item)))) (coroutine (channel-put c 'sword) (channel-put c 'shield) (channel-put c 'potion)) @end example @deffn {Scheme Procedure} make-channel Return a new channel @end deffn @deffn {Scheme Procedure} channel? @var{obj} Return @code{#t} if @var{obj} is a channel. @end deffn @deffn {Scheme Procedure} channel-get @var{channel} Retrieve a value from @var{channel}. The current coroutine suspends until a value is available. @end deffn @deffn {Scheme Procedure} channel-put @var{channel} @var{data} Send @var{data} to @var{channel}. The current coroutine suspends until another coroutine is available to retrieve the value. @end deffn