1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
|
@menu
* Kernel:: The fundamental components.
* Math:: Linear algebra, spatial partitioning, and more.
* Graphics:: Eye candy.
* Scripting:: Bringing the game world to life.
@end menu
@node Kernel
@section Kernel
At the very core of Chickadee, in the @code{(chickadee game-loop)}
module, lies an event loop. This loop, or ``kernel'', is responsible
for ensuring that the game is updated at the desired interval,
rendering the current state of the game world, and handling errors if
they occur. 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 game loop 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 render output,
the programmer must provide an engine. But don’t worry, you don’t
have to start from scratch! Chickadee comes with a simple engine that
uses SDL to create a graphical window and handle input devices, and
OpenGL to handle rendering. This default engine is enough for most
users to get started writing games quickly. More advanced users may
want to write a custom engine that uses a different I/O system.
Perhaps you are writing a text adventure or roguelike that reads from
and writes to a terminal instead of a graphical window. The game loop
kernel makes no assumptions.
@deffn {Procedure} run-game [#:update] [#:render] [#:time] [#:error] @
[#:update-hz 60]
Start the game loop. This procedure will not return until
@code{abort-game} is called.
The core game loop is generic and requires four additional procedures
to operate:
@itemize
@item
@var{update}: Called @var{update-hz} times per second to advance the
game simulation. This procedure is called with a single argument: The
amount of time that has passed since the last update, in milliseconds.
@item
@var{render}: Called each iteration of the loop to render the game to
the desired output device. This procedure is called with a single
argument: 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.
@item
@var{time}: Called to get the current time in milliseconds. This
procedure is called with no arguments.
@item
@var{error}: Called when an error from the @var{update} or
@var{render} procedures reaches the game loop. This procedure is
called with three arguments: The call stack, the error key, and the
error arguments. If no error handler is provided, the default
behavior is to simply re-throw the error.
@end itemize
@end deffn
@deffn {Procedure} abort-game
Stop the currently running Chickadee game loop.
@end deffn
Since most users will want to write 2D/3D games with hardware
accelerated graphics rendering, controlled via keyboard, mouse, or
game controller, Chickadee comes with an easy to use engine just for
this purpose in the @code{(chickadee)} module: @code{run-game}.
@deffn {Procedure} run-game [#:window-title "Chickadee!"] @
[#:window-width 640] [#:window-height 480] @
[#:window-fullscreen? @code{#f}] [#:update-hz 60] @
[#:load] [#:update] [#:draw] [#:quit] @
[#:key-press] [#:key-release] [#:text-input] @
[#:mouse-press] [#:mouse-release] [#:mouse-move] @
[#:controller-add] [#:controller-remove] [#:controller-press] @
[#:controller-release] [#:controller-move] [#:error]
Run the Chickadee game loop using the SDL engine in OpenGL mode.
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}.
@itemize
@item
@var{load}: Called with zero arguments when the game window has opened
but before the game loop has started. Can be used to perform
initialization that requires an open window and OpenGL context such as
loading textures.
@item
@var{update}: Called @var{update-hz} times per second with one
argument: The amount of time to advance the game simulation.
@item
@var{draw}: Called each time a frame should be rendered with a single
argument known as the @code{alpha} value. See the documentation for
@code{run-game} for an explanation of this value.
@item
@var{quit}: Called with zero arguments when the user tries to close
the game window. The default behavior is to exit the game.
@item
@var{key-press}: Called with four arguments when a key is pressed on
the keyboard:
@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 likes to bind 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
@item
@var{key-release}: Called with three arguments when a key is released
on the keyboard:
@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
@item
@var{text-input}: Called with a single argument, a string of text,
when printable text is typed on the keyboard.
@item
@var{mouse-press}: Called with four arguments when a mouse button is
pressed:
@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
@item
@var{mouse-release}: Called with three arguments when a mouse button
is released:
@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
@item
@var{mouse-move}: Called with five arguments when the mouse is moved:
@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
@item
@var{controller-add}: Called with a single argument, an SDL game
controller object, when a game controller is connected.
@item
@var{controller-remove}: Called with a single argument, an SDL game
controller object, when a game controller is disconnected.
@item
@var{controller-press}: Called with two arguments when a button on a
game controller is pressed:
@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
@item
@var{controller-release}: Called with two arguments when a button on a
game controller is released:
@enumerate
@item
@var{controller}: The controller that triggered the event.
@item
@var{button}: The symbolic name of the button that was released.
@end enumerate
@item
@var{controller-move}: Called with three arguments when an analog
stick or trigger on a game controller is moved:
@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
@item
@var{error}: Called with three arguments when an error occurs:
@enumerate
@item
@var{stack}: The call stack at the point of error.
@item
@var{key}: The exception key.
@item
@var{args}: The arguments thrown with the exception.
@end enumerate
The default behavior is to re-throw the error.
@end itemize
@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.
* Rectangles:: Axis-aligned bounding boxes.
* Grid:: Spatial partitioning for bounding boxes.
* Matrices:: Transformation matrices.
* Quaternions:: Rotations about an arbitrary axis.
* Easings:: Easing functions for interesting animations.
* Bezier Curves:: Cubic Bezier curves and paths in 2D space.
* Path Finding:: Generic A* path finding.
@end menu
@node Basics
@subsection Basics
@defvar 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 pi/2
Half of @var{pi}.
@end defvar
@deffn {Procedure} cotan @var{z}
Return the cotangent of @var{z}.
@end deffn
@node Vectors
@subsection Vectors
Unlike Scheme's vector data type, which is a sequence of arbitrary
Scheme objects, Chickadee's @code{(chickadee math vector)} module
provides vectors in the linear algebra sense: Sequences of numbers
specialized for particular coordinate spaces. As of now, Chickadee
provides 2D and 3D vectors, with 4D vector support coming in a future
release.
Here's a quick example of adding two vectors:
@example
(define v (vec2+ (vec2 1 2) (vec2 3 4)))
@end example
Since vectors are used so frequently, the reader macro @code{#v} is
used to cut down on typing:
@example
(define v (vec2+ #v(1 2) #v(3 4)))
@end example
@subsubsection A Note About Performance
A lot of time has been spent making Chickadee's vector operations
perform relatively efficiently in critical code paths where excessive
garbage generation will cause major performance issues. The general
rule is that procedures ending with @code{!} perform an in-place
modification of one of the arguments in order to avoid allocating a
new vector. These procedures are also inlined by Guile's compiler in
order to take advantage of optimizations relating to floating point
math operations. The downside is that since these are not pure
functions, they do not compose well and create more verbose code.
@subsubsection 2D Vectors
@deffn {Procedure} vec2 @var{x} @var{y}
Return a new 2D vector with coordinates (@var{x}, @var{y}).
@end deffn
@deffn {Procedure} vec2/polar @var{r} @var{theta}
Return a new 2D vector containing the Cartesian representation of the
polar coordinate (@var{r}, @var{theta}). The angle @var{theta} is
measured in radians.
@end deffn
@deffn {Procedure} vec2? @var{obj}
Return @code{#t} if @var{obj} is a 2D vector.
@end deffn
@deffn {Procedure} vec2-x @var{v}
Return the X coordinate of the 2D vector @var{v}.
@end deffn
@deffn {Procedure} vec2-y @var{v}
Return the Y coordinate of the 2D vector @var{v}.
@end deffn
@deffn {Procedure} vec2-copy @var{v}
Return a fresh copy of the 2D vector @var{v}.
@end deffn
@deffn {Procedure} vec2-magnitude @var{v}
Return the magnitude of the 2D vector @var{v}.
@end deffn
@deffn {Procedure} vec2-dot-product @var{v1} @var{v2}
Return the dot product of the 2D vectors @var{v1} and @var{v2}.
@end deffn
@deffn {Procedure} vec2-normalize @var{v}
Return the normalized form of the 2D vector @var{v}.
@end deffn
@deffn {Procedure} vec2+ @var{v} @var{x}
Add @var{x}, either a 2D vector or a scalar (i.e. a real number), to
the 2D vector @var{v} and return a new vector containing the sum.
@end deffn
@deffn {Procedure} vec2- @var{v} @var{x}
Subtract @var{x}, either a 2D vector or a scalar, from the 2D vector
@var{v} and return a new vector containing the difference.
@end deffn
@deffn {Procedure} vec2* @var{v} @var{x}
Multiply the 2D vector @var{v} by @var{x}, a 2D vector or a scalar,
and return a new vector containing the product.
@end deffn
@deffn {Procedure} set-vec2-x! @var{v} @var{x}
Set the X coordinate of the 2D vector @var{v} to @var{x}.
@end deffn
@deffn {Procedure} set-vec2-y! @var{v} @var{y}
Set the Y coordinate of the 2D vector @var{v} to @var{y}.
@end deffn
@deffn {Procedure} set-vec2! @var{v} @var{x} @var{y}
Set the X and Y coordinates of the 2D vector @var{v} to @var{x} and
@var{y}, respectively.
@end deffn
@deffn {Procedure} vec2-copy! @var{source} @var{target}
Copy the 2D vector @var{source} into the 2D vector @var{target}.
@end deffn
@deffn {Procedure} vec2-add! @var{v} @var{x}
Perform an in-place modification of the 2D vector @var{v} by adding
@var{x}, a 2D vector or a scalar.
@end deffn
@deffn {Procedure} vec2-sub! @var{v} @var{x}
Perform an in-place modification of the 2D vector @var{v} by
subtracting @var{x}, a 2D vector or a scalar.
@end deffn
@deffn {Procedure} vec2-mult! @var{v} @var{x}
Perform an in-place modification of the 2D vector @var{v} by
multiplying it by @var{x}, a 2D vector or a scalar.
@end deffn
@subsubsection 3D Vectors
@deffn {Procedure} vec3 @var{x} @var{y}
Return a new 2D vector with coordinates (@var{x}, @var{y}).
@end deffn
@deffn {Procedure} vec3? @var{obj}
Return @code{#t} if @var{obj} is a 3D vector.
@end deffn
@deffn {Procedure} vec3-x @var{v}
Return the X coordinate of the 3D vector @var{v}.
@end deffn
@deffn {Procedure} vec3-y @var{v}
Return the Y coordinate of the 3D vector @var{v}.
@end deffn
@deffn {Procedure} vec3-z @var{v}
Return the Z coordinate of the 3D vector @var{v}.
@end deffn
@deffn {Procedure} vec3-copy @var{v}
Return a fresh copy of the 3D vector @var{v}.
@end deffn
@deffn {Procedure} vec3-magnitude @var{v}
Return the magnitude of the 3D vector @var{v}.
@end deffn
@deffn {Procedure} vec3-dot-product @var{v1} @var{v2}
Return the dot product of the 3D vectors @var{v1} and @var{v2}.
@end deffn
@deffn {Procedure} vec3-normalize @var{v}
Return the normalized form of the 3D vector @var{v}.
@end deffn
@deffn {Procedure} vec3+ @var{v} @var{x}
Add @var{x}, either a 3D vector or a scalar (i.e. a real number), to
the 3D vector @var{v} and return a new vector containing the sum.
@end deffn
@deffn {Procedure} vec3- @var{v} @var{x}
Subtract @var{x}, either a 3D vector or a scalar, from the 3D vector
@var{v} and return a new vector containing the difference.
@end deffn
@deffn {Procedure} vec3* @var{v} @var{x}
Multiply the 3D vector @var{v} by @var{x}, a 3D vector or a scalar,
and return a new vector containing the product.
@end deffn
@deffn {Procedure} set-vec3-x! @var{v} @var{x}
Set the X coordinate of the 3D vector @var{v} to @var{x}.
@end deffn
@deffn {Procedure} set-vec3-y! @var{v} @var{y}
Set the Y coordinate of the 3D vector @var{v} to @var{y}.
@end deffn
@deffn {Procedure} set-vec3-z! @var{v} @var{z}
Set the Z coordinate of the 3D vector @var{v} to @var{z}.
@end deffn
@deffn {Procedure} set-vec3! @var{v} @var{x} @var{y} @var{z}
Set the X, Y, and Z coordinates of the 3D vector @var{v} to @var{x},
@var{y}, and @var{z}, respectively.
@end deffn
@deffn {Procedure} vec3-copy! @var{source} @var{target}
Copy the 3D vector @var{source} into the 3D vector @var{target}.
@end deffn
@deffn {Procedure} vec3-add! @var{v} @var{x}
Perform an in-place modification of the 3D vector @var{v} by adding
@var{x}, a 3D vector or a scalar.
@end deffn
@deffn {Procedure} vec3-sub! @var{v} @var{x}
Perform an in-place modification of the 3D vector @var{v} by
subtracting @var{x}, a 3D vector or a scalar.
@end deffn
@deffn {Procedure} vec3-mult! @var{v} @var{x}
Perform an in-place modification of the 3D vector @var{v} by
multiplying it by @var{x}, a 3D vector or a scalar.
@end deffn
@node Rectangles
@subsection Rectangles
The @code{(chickadee math rect)} module provides an API for
manipulating axis-aligned bounding boxes (AABBs). AABBs are often
used for collision detection in games. Common use-cases are defining
``hitboxes'' in platformers or using them for the ``broad phase'' of a
collision detection algorithm that uses a more complex (and thus
slower) method of determining the actual collisions.
Like some of the other math modules, there exists a collection of
functions that do in-place modification of rectangles for use in
performance critical code paths.
@deffn {Procedure} rect @var{x} @var{y} @var{width} @var{height}
@deffnx {Procedure} make-rect @var{x} @var{y} @var{width} @var{height}
Create a new rectangle that is @var{width} by @var{height} in size and
whose bottom-left corner is located at (@var{x}, @var{y}).
@end deffn
@deffn {Procedure} rect? @var{obj}
Return @code{#t} if @var{obj} is a rectangle.
@end deffn
@deffn {Procedure} rect-within? @var{rect1} @var{rect2}
Return @code{#t} if @var{rect2} is completely within @var{rect1}.
@end deffn
@deffn {Procedure} rect-intersects? @var{rect1} @var{rect2}
Return @code{#t} if @var{rect2} overlaps @var{rect1}.
@end deffn
@deffn {Procedure} rect-contains? @var{rect} @var{x} @var{y}
Return @code{#t} if the coordinates (@var{x}, @var{y}) are within
@var{rect}.
@end deffn
@deffn {Procedure} rect-contains-vec2? @var{rect} @var{v}
Return @code{#t} if the 2D vector @var{v} is within the bounds of
@var{rect}.
@end deffn
@deffn {Procedure} rect-x @var{rect}
Return the X coordinate of the lower-left corner of @var{rect}.
@end deffn
@deffn {Procedure} rect-y @var{rect}
Return the Y coordinate of the lower-left corner of @var{rect}.
@end deffn
@deffn {Procedure} rect-left @var{rect}
Return the left-most X coordinate of @var{rect}.
@end deffn
@deffn {Procedure} rect-right @var{rect}
Return the right-most X coordinate of @var{rect}.
@end deffn
@deffn {Procedure} rect-bottom @var{rect}
Return the bottom-most Y coordinate of @var{rect}.
@end deffn
@deffn {Procedure} rect-top @var{rect}
Return the top-most Y coordinate of @var{rect}.
@end deffn
@deffn {Procedure} rect-center-x @var{rect}
Return the X coordinate of the center of @var{rect}.
@end deffn
@deffn {Procedure} rect-center-y @var{rect}
Return the Y coordinate of the center of @var{rect}.
@end deffn
@deffn {Procedure} rect-width @var{rect}
Return the width of @var{rect}.
@end deffn
@deffn {Procedure} rect-height @var{rect}
Return the height of @var{rect}.
@end deffn
@deffn {Procedure} rect-area @var{rect}
Return the surface area covered by @var{rect}.
@end deffn
@deffn {Procedure} rect-clamp-x @var{rect} @var{x}
Restrict @var{x} to the portion of the X axis covered by @var{rect}.
@end deffn
@deffn {Procedure} rect-clamp-y @var{rect} @var{y}
Restrict @var{y} to the portion of the Y axis covered by @var{rect}.
@end deffn
@deffn {Procedure} rect-clamp @var{rect1} @var{rect2}
Return a new rect that adjusts the location of @var{rect1} so that it
is completely within @var{rect2}. An exception is thrown in the case
that @var{rect1} cannot fit completely within @var{rect2}.
@end deffn
@deffn {Procedure} rect-move @var{rect} @var{x} @var{y}
Return a new rectangle based on @var{rect} but moved to the
coordinates (@var{x}, @var{y}).
@end deffn
@deffn {Procedure} rect-move-vec2 @var{rect} @var{v}
Return a new rectangle based on @var{rect} but moved to the
coordinates in the 2D vector @var{v}.
@end deffn
@deffn {Procedure} rect-move-by @var{rect} @var{x} @var{y}
Return a new rectangle based on @var{rect} but moved by (@var{x},
@var{y}) units relative to its current location.
@end deffn
@deffn {Procedure} rect-move-by-vec2 @var{rect} @var{v}
Return a new rectangle based on @var{rect} but moved by the 2D vector
@var{v} relative to its current location.
@end deffn
@deffn {Procedure} rect-inflate @var{rect} @var{width} @var{height}
Return a new rectangle based on @var{rect}, but expanded by
@var{width} units on the X axis and @var{height} units on the Y axis,
while keeping the rectangle centered on the same point.
@end deffn
@deffn {Procedure} rect-union @var{rect1} @var{rect2}
Return a new rectangle that completely covers the area of @var{rect1}
and @var{rect2}.
@end deffn
@deffn {Procedure} rect-clip @var{rect1} @var{rect2}
Return a new rectangle that is the overlapping region of @var{rect1}
and @var{rect2}. If the two rectangles do not overlap, a rectangle of
0 width and 0 height is returned.
@end deffn
@deffn {Procedure} set-rect-x! @var{rect} @var{x}
Set the left X coordinate of @var{rect} to @var{x}.
@end deffn
@deffn {Procedure} set-rect-y! @var{rect} @var{y}
Set the bottom Y coordinate of @var{rect} to @var{y}.
@end deffn
@deffn {Procedure} set-rect-width! @var{rect} @var{width}
Set the width of @var{rect} to @var{width}.
@end deffn
@deffn {Procedure} set-rect-height! @var{rect} @var{height}
Set the height of @var{rect} to @var{height}.
@end deffn
@deffn {Procedure} rect-move! @var{rect} @var{x} @var{y}
Move @var{rect} to (@var{x}, @var{y}) in-place.
@end deffn
@deffn {Procedure} rect-move-vec2! @var{rect} @var{v}
Move @var{rect} to the 2D vector @var{v} in-place.
@end deffn
@deffn {Procedure} rect-move-by! @var{rect} @var{x} @var{y}
Move @var{rect} by (@var{x}, @var{y}) in-place.
@end deffn
@deffn {Procedure} rect-move-by-vec2! @var{rect} @var{v}
Move @var{rect} by the 2D vector @var{v} in-place.
@end deffn
@deffn {Procedure} rect-inflate! @var{rect} @var{width} @var{height}
Expand @var{rect} by @var{width} and @var{height} in-place.
@end deffn
@deffn {Procedure} rect-union! @var{rect1} @var{rect2}
Modify @var{rect1} in-place to completely cover the area of both
@var{rect1} and @var{rect2}.
@end deffn
@deffn {Procedure} rect-clip! @var{rect1} @var{rect2}
Modify @var{rect1} in-place to be the overlapping region of
@var{rect1} and @var{rect2}.
@end deffn
@deffn {Procedure} rect-clamp! @var{rect1} @var{rect2}
Adjust the location of @var{rect1} in-place so that its bounds are
completely within @var{rect2}. An exception is thrown in the case
that @var{rect1} cannot fit completely within @var{rect2}.
@end deffn
@deffn {Procedure} vec2-clamp-to-rect! @var{v} @var{rect}
Restrict the coordinates of the 2D vector @var{v} so that they are
within the bounds of @var{rect}. @var{v} is modified in-place.
@end deffn
@node Grid
@subsection Grid
The @code{(chickadee math grid)} module provides a simple spatial
partitioning system for axis-aligned bounding boxes
(@pxref{Rectangles}) in 2D space. The grid divides the world into
tiles and keeps track of which rectangles occupy which tiles. When
there are lots of moving objects in the game world that need collision
detection, the grid greatly speeds up the process. Instead of
checking collisions of each object against every other object (an
O(n^2) operation), the grid quickly narrows down which objects could
possibly be colliding and only performs collision testing against a
small set of objects.
In addition to checking for collisions, the grid also handles the
resolution of collisions. Exactly how each collision is resolved is
user-defined. A player bumping into a wall may slide against it. An
enemy colliding with a projectile shot by the player may get pushed
back in the opposite direction. Two players colliding may not need
resolution at all and will just pass through each other. The way this
works is that each time an object (A) is moved within the grid, the
grid looks for an object (B) that may possibly be colliding with A. A
user-defined procedure known as a ``filter'' is then called with both
A and B. If the filter returns @code{#f}, it means that even if A and
B are colliding, no collision resolution is needed. In this case the
grid won't waste time checking if they really do collide because it
doesn't matter. If A and B are collidable, then the filter returns a
procedure that implements the resolution technique. The grid will
then perform a collision test. If A and B are colliding, the resolver
procedure is called. It's the resolvers job to adjust the objects
such that they are no longer colliding. The grid module comes with a
very simple resolution procedure, @code{slide}, that adjusts object A
by the smallest amount so that it no longer overlaps with B. By using
this filtering technique, a game can resolve collisions between
different objects in different ways.
@deffn {Procedure} make-grid [@var{cell-size} 64]
Return a new grid partitioned into @var{cell-size} tiles.
@end deffn
@deffn {Procedure} grid? @var{obj}
Return @code{#t} if @var{obj} is a grid.
@end deffn
@deffn {Procedure} cell? @var{obj}
Return @code{#t} if @var{obj} is a grid cell.
@end deffn
@deffn {Procedure} cell-count @var{cell}
Return the number of items in @var{cell}.
@end deffn
@deffn {Procedure} grid-cell-size @var{grid}
Return the cell size of @var{grid}.
@end deffn
@deffn {Procedure} grid-cell-count @var{grid}
Return the number of cells currently in @var{grid}.
@end deffn
@deffn {Procedure} grid-item-count @var{grid}
Return the number of items in @var{grid}.
@end deffn
@deffn {Procedure} grid-add @var{grid} @var{item} @var{x} @var{y} @
@var{width} @var{height}
Add @var{item} to @var{grid} represented by the axis-aligned bounding
box whose lower-left corner is at (@var{x}, @var{y}) and is
@var{width} x @var{height} in size.
@end deffn
@deffn {Procedure} grid-remove @var{grid} @var{item}
Return @var{item} from @var{grid}.
@end deffn
@deffn {Procedure} grid-clear @var{grid}
Remove all items from @var{grid}.
@end deffn
@deffn {Procedure} grid-move @var{grid} @var{item} @var{position} @var{filter}
Attempt to move @var{item} in @var{grid} to @var{position} (a 2D
vector) and check for collisions. For each collision, @var{filter}
will be called with two arguments: @var{item} and the item it collided
with. If a collision occurs, @var{position} may be modified to
resolve the colliding objects.
@end deffn
@deffn {Procedure} for-each-cell @var{proc} @var{grid} [@var{rect}]
Call @var{proc} with each cell in @var{grid} that intersects
@var{rect}, or every cell if @var{rect} is @code{#f}.
@end deffn
@deffn {Procedure} for-each-item @var{proc} @var{grid}
Call @var{proc} for each item in @var{grid}.
@end deffn
@deffn {Procedure} slide @var{item} @var{item-rect} @
@var{other} @var{other-rect} @var{goal}
Resolve the collision that occurs between @var{item} and @var{other}
when moving @var{item-rect} to @var{goal} by sliding @var{item-rect}
the minimum amount needed to make it no longer overlap
@var{other-rect}.
@end deffn
@node Matrices
@subsection Matrices
The @code{(chickadee math matrix)} module provides an interface for
working with the most common type of matrices in game development: 4x4
transformation matrices.
@subsubsection Another Note About Performance
Much like the vector API, the matrix API is commonly used in
performance critical code paths. In order to reduce the amount of
garbage generated and improve matrix multiplication performance, there
are many procedures that perform in-place modifications of matrix
objects.
@subsubsection Matrix Operations
@deffn {Procedure} make-matrix4 @var{aa} @var{ab} @var{ac} @var{ad} @
@var{ba} @var{bb} @var{bc} @var{bd} @
@var{ca} @var{cb} @var{cc} @var{cd} @
@var{da} @var{db} @var{dc} @var{dd}
Return a new 4x4 matrix initialized with the given 16 values in
column-major format.
@end deffn
@deffn {Procedure} make-null-matrix4
Return a new 4x4 matrix with all values initialized to 0.
@end deffn
@deffn {Procedure} make-identity-matrix4
Return a new 4x4 identity matrix. Any matrix multiplied by the
identity matrix yields the original matrix. This procedure is
equivalent to the following code:
@example
(make-matrix4 1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1)
@end example
@end deffn
@deffn {Procedure} matrix4? @var{obj}
Return @code{#t} if @var{obj} is a 4x4 matrix.
@end deffn
@deffn {Procedure} matrix4* . @var{matrices}
Return a new 4x4 matrix containing the product of multiplying all of
the given @var{matrices}.
Note: Remember that matrix multiplication is @strong{not} commutative!
@end deffn
@deffn {Procedure} orthographic-projection @var{left} @var{right} @
@var{top} @var{bottom} @
@var{near} @var{far}
Return a new 4x4 matrix that represents an orthographic (2D)
projection for the horizontal clipping plane @var{top} and
@var{bottom}, the vertical clipping plane @var{top} and @var{bottom},
and the depth clipping plane @var{near} and @var{far}.
@end deffn
@deffn {Procedure} perspective-projection @var{fov} @
@var{aspect-ratio} @
@var{near} @var{far}
Return a new 4x4 matrix that represents a perspective (3D) projection
with a field of vision of @var{fov} radians, an aspect ratio of
@var{aspect-ratio}, and a depth clipping plane defined by @var{near}
and @var{far}.
@end deffn
@deffn {Procedure} matrix4-translate @var{x}
Return a new 4x4 matrix that represents a translation by @var{x}, a 2D
vector, a 3D vector, or a rectangle (in which case the bottom-left
corner of the rectangle is used).
@end deffn
@deffn {Procedure} matrix4-scale @var{s}
Return a new 4x4 matrix that represents a scaling along the X, Y, and
Z axes by the scaling factor @var{s}, a real number.
@end deffn
@deffn {Procedure} matrix4-rotate @var{q}
Return a new 4x4 matrix that represents a rotation about an arbitrary
axis defined by the quaternion @var{q}.
@end deffn
@deffn {Procedure} matrix4-rotate-z @var{theta}
Return a new 4x4 matrix that represents a rotation about the Z axis by
@var{theta} radians.
@end deffn
@deffn {Procedure} matrix4-identity! @var{matrix}
Modify @var{matrix} in-place to contain the identity matrix.
@end deffn
@deffn {Procedure} matrix4-mult! @var{dest} @var{a} @var{b}
Multiply the 4x4 matrix @var{a} by the 4x4 matrix @var{b} and store
the result in the 4x4 matrix @var{dest}.
@end deffn
@deffn {Procedure} matrix4-translate! @var{matrix} @var{x}
Modify @var{matrix} in-place to contain a translation by @var{x}, a 2D
vector, a 3D vector, or a rectangle (in which case the bottom-left
corner of the rectangle is used).
@end deffn
@deffn {Procedure} matrix4-scale! @var{matrix} @var{s}
Modify @var{matrix} in-place to contain a scaling along the X, Y, and
Z axes by the scaling factor @var{s}, a real number.
@end deffn
@deffn {Procedure} matrix4-rotate! @var{matrix} @var{q}
Modify @var{matrix} in-place to contain a rotation about an arbitrary
axis defined by the quaternion @var{q}.
@end deffn
@deffn {Procedure} matrix4-rotate-z! @var{matrix} @var{theta}
Modify @var{matrix} in-place to contain a rotation about the Z axis by
@var{theta} radians.
@end deffn
@deffn {Procedure} matrix4-2d-transform! @var{matrix} [#:origin] @
[#:position] [#:rotation] @
[#:scale] [#:skew]
Modify @var{matrix} in-place to contain the transformation described
by @var{position}, a 2D vector or rectangle, @var{rotation}, a scalar
representing a rotation about the Z axis, @var{scale}, a 2D vector,
and @var{skew}, a 2D vector. The transformation happens with respect
to @var{origin}, a 2D vector. If an argument is not provided, that
particular transformation will not be included in the result.
@end deffn
@deffn {Procedure} transform! @var{matrix} @var{v}
Modify the 2D vector @var{v} in-place by multiplying it by the 4x4
matrix @var{matrix}.
@end deffn
@node Quaternions
@subsection Quaternions
In game development, the quaternion is most often used to represent
rotations. Why not use a matrix for that, you may ask. Unlike
matrices, quaternions can be interpolated (animated) and produce a
meaningful result. When interpolating two quaternions, there is a
smooth transition from one rotation to another, whereas interpolating
two matrices would yield garbage.
@deffn {Procedure} quaternion @var{x} @var{y} @var{z} @var{w}
Return a new quaternion with values @var{x}, @var{y}, @var{z}, and
@var{w}.
@end deffn
@deffn {Procedure} quaternion? @var{obj}
Return @code{#t} if @var{obj} is a quaternion.
@end deffn
@deffn {Procedure} quaternion-w @var{q}
Return the W component of the quaternion @var{q}.
@end deffn
@deffn {Procedure} quaternion-x @var{q}
Return the X component of the quaternion @var{q}.
@end deffn
@deffn {Procedure} quaternion-y @var{q}
Return the Y component of the quaternion @var{q}.
@end deffn
@deffn {Procedure} quaternion-z @var{q}
Return the Z component of the quaternion @var{q}.
@end deffn
@deffn {Procedure} make-identity-quaternion
Return the identity quaternion.
@end deffn
@node Easings
@subsection Easings
Easing functions are essential for animation. Each easing function
provides a different path to go from an initial value to a final
value. These functions make an excellent companion to the
@code{tween} procedure (@pxref{Tweening}). Experiment with them to
figure out which function makes an animation look the best.
Pro tip: @code{smoothstep} provides nice results most of the time and
creates smoother animation than using @code{linear}.
@deffn {Procedure} linear @var{t}
@end deffn
@deffn {Procedure} smoothstep @var{t}
@end deffn
@deffn {Procedure} ease-in-quad @var{t}
@end deffn
@deffn {Procedure} ease-out-quad @var{t}
@end deffn
@deffn {Procedure} ease-in-out-quad @var{t}
@end deffn
@deffn {Procedure} ease-in-cubic @var{t}
@end deffn
@deffn {Procedure} ease-out-cubic @var{t}
@end deffn
@deffn {Procedure} ease-in-out-cubic @var{t}
@end deffn
@deffn {Procedure} ease-in-quart @var{t}
@end deffn
@deffn {Procedure} ease-out-quart @var{t}
@end deffn
@deffn {Procedure} ease-in-out-quart @var{t}
@end deffn
@deffn {Procedure} ease-in-quint @var{t}
@end deffn
@deffn {Procedure} ease-out-quint @var{t}
@end deffn
@deffn {Procedure} ease-in-out-quint @var{t}
@end deffn
@deffn {Procedure} ease-in-sine @var{t}
@end deffn
@deffn {Procedure} ease-out-sine @var{t}
@end deffn
@deffn {Procedure} ease-in-out-sine @var{t}
@end deffn
@node Bezier Curves
@subsection Bezier Curves
The @code{(chickadee math bezier)} module provides an API for
describing cubic Bezier curves in 2D space. These curves are notably
used in font description, vector graphics programs, and when it comes
to games: path building. With Bezier curves, it's somewhat easy to
create a smooth looking path for an enemy to move along, for example.
Bezier curves become particularly interesting when they are chained
together to form a Bezier ``path'', where the end point of one curve
becomes the starting point of the next.
Currently, the rendering of Bezier curves is rather crude and provided
mostly for visualizing and debugging curves that would be unseen in
the final game. See @xref{Lines and Shapes} for more information.
@deffn {Procedure} make-bezier-curve @var{p0} @var{p1} @var{p2} @var{p3}
Return a new Bezier curve object whose starting point is @var{p0},
ending point is @var{p3}, and control points are @var{p1} and
@var{p2}. All points are 2D vectors.
@end deffn
@deffn {Procedure} bezier-curve? @var{obj}
Return @code{#t} if @var{obj} is a Bezier curve.
@end deffn
@deffn {Procedure} bezier-curve-p0 @var{bezier}
Return the starting point of @var{bezier}.
@end deffn
@deffn {Procedure} bezier-curve-p1 @var{bezier}
Return the first control point of @var{bezier}.
@end deffn
@deffn {Procedure} bezier-curve-p2 @var{bezier}
Return the second control point of @var{bezier}.
@end deffn
@deffn {Procedure} bezier-curve-p3 @var{bezier}
Return the end point of @var{bezier}.
@end deffn
@deffn {Procedure} bezier-path . @var{control-points}
Return a list of connected bezier curves defined by
@var{control-points}. The first curve is defined by the first 4
arguments and every additional curve thereafter requires 3 additional
arguments.
@end deffn
@deffn {Procedure} bezier-curve-point-at @var{bezier} @var{t}
Return the coordinates for @var{bezier} at @var{t} (a value in the
range [0, 1] representing how far from the start of the curve to
check) as a 2D vector.
@end deffn
@deffn {Procedure} bezier-curve-point-at! @var{dest} @var{bezier} @var{t}
Modify the 2D vector @var{dest} in-place to contain the coordinates
for @var{bezier} at @var{t}.
@end deffn
@node Path Finding
@subsection Path Finding
Most game worlds have maps. Often, these games have a need to move
non-player characters around in an unscripted fashion. For example,
in a real-time strategy game, the player may command one of their
units to attack something in the enemy base. To do so, the unit must
calculate the shortest route to get there. It wouldn't be a very fun
game if units didn't know how to transport themselves efficiently.
This is where path finding algorithms come in handy. The
@code{(chickadee math path-finding)} module provides a generic
implementation of the popular A* path finding algorithm. Just add a
map implementation!
The example below defines a very simple town map and finds the
quickest way to get from the town common to the school.
@example
(define world-map
'((town-common . (town-hall library))
(town-hall . (town-common school))
(library . (town-common cafe))
(school . (town-hall cafe))
(cafe . (library school))))
(define (neighbors building)
(assq-ref town-map building))
(define (cost a b) 1)
(define (distance a b) 1)
(define pf (make-path-finder))
(a* pf 'town-common 'school neighbors cost distance)
@end example
In this case, the @code{a*} procedure will return the list
@code{(town-common town-hall school)}, which is indeed the shortest
route. (The other possible route is @code{(town-common library cafe
school)}.)
The @code{a*} procedure does not know anything about about any kind of
map and therefore must be told how to look up neighboring nodes, which
is what the @code{neighbors} procedure in the example does. To
simulate different types of terrain, a cost procedure is used. In
this example, it is just as easy to move between any two nodes because
@code{cost} always returns 1. In a real game, perhaps moving from
from a field to a rocky hill would cost a lot more than moving from
one field to another. Finally, a heuristic is used to calculate an
approximate distance between two nodes on the map. In this simple
association list based graph it is tough to calculate a distance
between nodes, so the @code{distance} procedure isn't helpful and
always returns 1. In a real game with a tile-based map, for example,
the heuristic could be a quick Manhattan distance calculation based on
the coordinates of the two map tiles. Choose an appropriate heuristic
for optimal path finding!
@deffn {Procedure} make-path-finder
Return a new path finder object.
@end deffn
@deffn {Procedure} path-finder? @var{obj}
Return @code{#t} if @var{obj} is a path finder.
@end deffn
@deffn {Procedure} a* @var{path-finder} @var{start} @var{goal} @
@var{neighbors} @var{cost} @var{distance}
Return a list of nodes forming a path from @var{start} to @var{goal}
using @var{path-finder} to hold state. @var{neighbors} is a procedure
that accepts a node and returns a list of nodes that neighbor it.
@var{cost} is a procedure that accepts two neighboring nodes and
returns the cost of moving from the first to the second as a real
number. @var{distance} is a procedure that accepts two nodes and
returns an approximate distance between them.
@end deffn
@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
* Textures:: 2D images.
* Sprites:: Draw 2D images.
* Tile Maps:: Draw 2D tile maps.
* Lines and Shapes:: Draw line segments and polygons.
* Fonts:: Drawing text.
* Particles:: Pretty little flying pieces!
* Blending:: Control how pixels are combined.
* Framebuffers:: Render to texture.
* Viewports:: Restrict rendering to a particular area.
* Rendering Engine:: Rendering state management.
* Buffers:: Send data to the GPU.
* Shaders:: Create custom GPU programs.
@end menu
@node Textures
@subsection Textures
@deffn {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 {Procedure} draw-sprite @var{texture} @var{position} @
[#:origin] [#:scale] [#:rotation] [#:blend-mode alpha] @
[#:rect] [#:shader]
Draw @var{texture} at @var{position}.
Optionally, other transformations may be applied to the sprite.
@var{rotation} specifies the angle to rotate the sprite, in radians.
@var{scale} specifies the scaling factor as a 2D vector. All
transformations are applied relative to @var{origin}, a 2D vector,
which defaults to the lower-left corner.
Alpha blending is used by default but the blending method can be
changed by specifying @var{blend-mode}.
The area drawn to is as big as the texture, by default. To draw to an
arbitrary section of the screen, specify @var{rect}.
Finally, advanced users may specify @var{shader} to change the way the
sprite is rendered entirely.
@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 {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 dividing 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 {Procedure} draw-nine-patch @var{texture} @var{rect} @
[#:margin 0] [#:top-margin margin] [#:bottom-margin margin] @
[#:left-margin margin] [#:right-margin margin] @
[#:origin] [#: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 Tile Maps
@subsection Tile Maps
A tile map is a scene created by composing lots of small sprites,
called ``tiles'', into a larger image. One program for editing such
maps is called @url{http://mapeditor.org,Tiled}. Chickadee has native
support for loading and rendering Tiled maps in the @code{(chickadee
render tiled)} module.
@deffn {Procedure} load-tile-map @var{file-name}
Load the Tiled formatted map in @var{file-name} and return a new tile
map object.
@end deffn
@deffn {Procedure} draw-tile-map @var{tile-map} [#:layers] [#:region] @
[#:origin] [#:position] [#:scale] [#:rotation]
Draw the layers of @var{tile-map}. By default, all layers are drawn.
To draw a subset of the available layers, pass a list of layer ids
using the @var{layers} keyword argument.
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 {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
@deffn {Procedure} draw-bezier-curve @var{bezier} [#:segments 32] @
[#:control-points?] [#:tangents?] @
[#:control-point-size 8] @
[#:control-point-color yellow] @
[#:tangent-color yellow] @
[#:thickness 0.5] [#:feather 1.0] @
[#:matrix]
Draw the curve defined by @var{bezier} using a resolution of N
@var{segments}. When @var{control-points?} is @code{#t}, the control
points are rendered as squares of size @var{control-point-size} pixels
and a color of @var{control-point-color}. When @var{tangents?} is
@code{#t}, the tangent lines from terminal point to control point are
rendered using the color @var{tangent-color}.
All line segments rendered use @code{draw-line}, and thus the
arguments @var{thickness} and @var{feather} have the same effect as in
that procedure.
A custom @var{matrix} may be passed for applications that require more
control over the final output.
@end deffn
@deffn {Procedure} draw-bezier-path @var{path} [#:segments 32] @
[#:control-points?] [#:tangents?] @
[#:control-point-size 8] @
[#:control-point-color yellow] @
[#:tangent-color yellow] @
[#:thickness 0.5] [#:feather 1.0] @
[#:matrix]
Render @var{path}, a list of bezier curves. See the documentation for
@code{draw-bezier-curve} for an explanation of all the keyword
arguments.
@end deffn
@node Fonts
@subsection Fonts
Printing text to the screen is quite easy:
@example
(draw-text "Hello, world" (vec2 100.0 100.0))
@end example
Chickadee loads and renders bitmap fonts in the
@url{http://www.angelcode.com/products/bmfont/doc/file_format.html,
Angel Code format}. A default font named ``Good Neighbors'' is
built-in to Chickadee and is used for all text rendering operations
where a font is not specified, as is the case in the above example.
The following procedures can be found in the @code{(chickadee render
font)} module:
@deffn {Procedure} load-font @var{file}
Load the Angel Code font (in either XML or FNT format) in @var{file}
and return a new font object.
@end deffn
@deffn {Procedure} font? @var{obj}
Return @code{#t} if @var{obj} is a font object.
@end deffn
@deffn {Procedure} font-face @var{font}
Return the name of @var{font}.
@end deffn
@deffn {Procedure} font-line-height @var{font}
Return the line height of @var{font}.
@end deffn
@deffn {Procedure} font-line-height @var{font}
Return the line height of @var{font}.
@end deffn
@deffn {Procedure} font-bold? @var{font}
Return @code{#t} if @var{font} is a bold font.
@end deffn
@deffn {Procedure} font-italic? @var{font}
Return @code{#t} if @var{font} is an italicized font.
@end deffn
@deffn {Procedure} draw-text @var{text} @var{position}
[#:font] [#:origin] [#:scale] [#:rotation] [#:blend-mode]
[#:start 0] [#:end @code{(string-length text)}]
Draw the string @var{text} with the first character starting at
@var{position} using @var{font}. If @var{font} is not specified, a
built-in font is used.
@example
(draw-text font "Hello, world!" (vec2 128.0 128.0))
@end example
To render a substring of @var{text}, use the @var{start} and @var{end}
arguments.
Refer to @code{draw-sprite} (@pxref{Sprites}) for information about
the other arguments.
@end deffn
@node Particles
@subsection Particles
Effects like smoke, fire, sparks, etc. are often achieved by animating
lots of little, short-lived sprites known as ``particles''. In fact,
all of these effects, and more, can be accomplished by turning a few
configuration knobs in a ``particle system''. A particle system takes
care of managing the many miniscule moving morsels so the developer
can quickly produce an effect and move on with their life. The
@code{(chickadee render particles)} module provides an API for
manipulating particle systems.
Below is an example of a very simple particle system that utilizes
nearly all of the default configuration settings:
@example
(use-modules (chickadee render particles))
(define texture (load-image "particle.png"))
(define particles (make-particles 2000 #:texture texture))
@end example
In order to put particles into a particle system, a particle
``emitter'' is needed. Emitters know where to spawn new particles,
how many of them to spawn, and for how long they should do it.
Below is an example of an emitter that spawns 16 particles per frame
at the coordinates @code{(320, 240)}:
@example
(use-modules (chickadee math vector))
(define emitter (make-particle-emitter (vec2 320.0 240.0) 16))
(add-particle-emitter particles emitter)
@end example
To see all of the tweakable knobs and switches, read on!
@deffn {Procedure} make-particles @var{capacity} [#:blend-mode @code{alpha}] @
[#:color white] [#:end-color transparent] [#:texture] @
[#:animation-rows 1] [#:animation-columns 1] [#:width] [#:height] @
[#:speed-range (vec2 0.1 1.0)] [#:acceleration-range (vec2 0.0 0.1)] @
[#:direction-range (vec2 0 (* 2 pi))] [#:lifetime 30] [#:sort]
Return a new particle system that may contain up to @var{capacity}
particles. Achieving the desired particle effect involves tweaking
the following keyword arguments as needed:
- @var{blend-mode}: Pixel blending mode. @code{alpha} by default.
(@pxref{Blending} for more about blend modes).
- @var{start-color}: The tint color of the particle at the beginning of its
life. White by default.
- @var{end-color}: The tint color of the particle at the end of of its
life. Completely transparent by default for a fade-out effect. The
color in the middle of a particle's life will be an interpolation of
@var{start-color} and @var{end-color}.
- @var{texture}: The texture applied to the particles. The texture
may be subdivided into many animation frames.
- @var{animation-rows}: How many animation frame rows there are in the
texture. Default is 1.
- @var{animation-columns}: How many animation frame columns there are
in the texture. Default is 1.
- @var{width}: The width of each particle. By default, the width of
an animation frame (in pixels) is used.
- @var{height}: The height of each particle. By default, the height
of an animation frame (in pixels) is used.
- @var{speed-range}: A 2D vector containing the min and max particle
speed. Each particle will have a speed chosen at random from this
range. By default, speed ranges from 0.1 to 1.0.
- @var{acceleration-range}: A 2D vector containing the min and max
particle acceleration. Each particle will have an acceleration chosen
at random from this range. By default, acceleration ranges from 0.0
to 0.1.
- @var{direction-range}: A 2D vector containing the min and max
particle direction as an angle in radians. Each particle will have a
direction chosen at random from this range. By default, the range
covers all possible angles.
- @var{lifetime}: How long each particle lives, measured in
updates. 30 by default.
- @var{sort}: @code{youngest} if youngest particle should be drawn
last or @code{oldest} for the reverse. By default, no sorting is
applied at all.
@end deffn
@deffn {Procedure} particles? @var{obj}
Return @code{#t} if @var{obj} is a particle system.
@end deffn
@deffn {Procedure} update-particles @var{particles}
Advance the simulation of @var{particles}.
@end deffn
@deffn {Procedure} draw-particles @var{particles}
Render @var{particles}.
@end deffn
@deffn {Procedure} draw-particles* @var{particles} @var{matrix}
Render @var{particles} with @var{matrix} applied.
@end deffn
@deffn {Procedure} make-particle-emitter @var{spawn-area} @
@var{rate} [@var{duration}]
Return a new particle emitter that spawns @var{rate} particles per
frame within @var{spawn-area} (a rectangle or 2D vector) for
@var{duration} frames. If @var{duration} is not specified, the
emitter will spawn particles indefinitely.
@end deffn
@deffn {Procedure} particle-emitter? @var{obj}
Return @code{#t} if @var{obj} is a particle emitter.
@end deffn
@deffn {Procedure} particle-emitter-spawn-area @var{emitter}
Return the spawn area for @var{emitter}.
@end deffn
@deffn {Procedure} particle-emitter-rate @var{emitter}
Return the number of particles that @var{emitter} will spawn per
frame.
@end deffn
@deffn {Procedure} particle-emitter-life @var{emitter}
Return the number of frames remaining in @var{emitter}'s lifespan.
@end deffn
@deffn {Procedure} particle-emitter-done? @var{emitter}
Return @code{#t} if @var{emitter} has finished spawning particlces.
@end deffn
@deffn {Procedure} add-particle-emitter @var{particles} @var{emitter}
Add @var{emitter} to @var{particles}.
@end deffn
@deffn {Procedure} remove-particle-emitter @var{particles} @var{emitter}
Remove @var{emitter} to @var{particles}
@end deffn
@node Blending
@subsection Blending
Rendering a scene often involves drawing layers of objects that
overlap each other. Blending determines how two overlapping pixels
are combined in the final image that is rendered to the screen.
Chickadee provides the following blend modes:
@itemize
@item @code{replace}
Use the latest color, ignoring all others.
@item @code{alpha}
Blend pixels according to the values of their alpha channels. This is
the most commonly used blend mode and thus is Chickadee's default
mode.
@item @code{add}
Add all pixel color values together. The more colors blended
together, the more white the final color becomes.
@item @code{subtract}
Subtract all pixel color values. The more colors blended together,
the more black the final color becomes.
@item @code{multiply}
@item @code{darken}
@item @code{lighten}
@item @code{screen}
@end itemize
@node Framebuffers
@subsection Framebuffers
A framebuffer is a chunk of memory that the GPU can render things
onto. By default, the framebuffer that is used for rendering is the
one belonging to the game window, but custom framebuffers can be used
as well. A common use-case for custom framebuffers is applying
post-processing effects: The entire scene is rendered to a
framebuffer, and then the contents of that framebuffer are applied to
a post-processing shader and rendered to the game window. The
post-processing shader could do any number of things: scaling,
antialiasing, motion blur, etc.
@deffn {Procedure} make-framebuffer @var{width} @var{height} [#:min-filter 'linear] [#:mag-filter 'linear] [#:wrap-s 'repeat] [#:wrap-t 'repeat]
Create a new framebuffer that is @var{width} pixels wide and @var{height} pixels high.
@var{min-filter} and @var{mag-filter} determine the scaling algorithm
applied to the framebuffer when rendering. By default, linear scaling
is used in both cases. To perform no smoothing at all, use
@code{nearest} for simple nearest neighbor scaling. This is typically
the best choice for pixel art games.
@end deffn
@deffn {Procedure} framebuffer? @var{obj}
Return @code{#t} if @var{obj} is a framebuffer.
@end deffn
@deffn {Procedure} framebuffer-texture @var{fb}
Return the texture backing the framebuffer @var{fb}.
@end deffn
@deffn {Procedure} framebuffer-viewport @var{fb}
Return the default viewport (@pxref{Viewports}) used by the
framebuffer @var{fb}.
@end deffn
@deffn {Procedure} null-framebuffer
The default framebuffer.
@end deffn
@node Viewports
@subsection Viewports
A viewport represents a subset of the screen (or framebuffer). When
rendering a frame, the resulting image will only appear within that
viewport. These aren't often needed, and Chickadee's default viewport
occupies the entire screen, but there are certain situations where
they are useful. For example, a split-screen multiplayer game may
render to two different viewports, each occupying a different half of
the screen. For information about how to set the current viewport,
see @code{with-viewport} in @ref{Rendering Engine}.
The @code{(chickadee render viewport)} module provides the following
API:
@deffn {Procedure} make-viewport @var{x} @var{y} @var{width} @var{height} @
[#:clear-color] [#:clear-flags]
Create a viewport that covers an area of the window starting from
coordinates (@var{x}, @var{y}) and spanning @var{width} @code{x}
@var{height} pixels. Fill the viewport with @var{clear-color} when
clearing the screen. Clear the buffers denoted by the list of symbols
in @var{clear-flags}.
Possible values for @var{clear-flags} are @var{color-buffer},
@var{depth-buffer}, @var{accum-buffer}, and @var{stencil-buffer}.
@end deffn
@deffn {Procedure} viewport? @var{obj}
Return @code{#t} if @var{obj} is a viewport.
@end deffn
@deffn {Procedure} viewport-x @var{viewport}
Return the left edge of @var{viewport}.
@end deffn
@deffn {Procedure} viewport-y @var{viewport}
Return the bottom edge of @var{viewport}.
@end deffn
@deffn {Procedure} viewport-width @var{viewport}
Return the width of @var{viewport}.
@end deffn
@deffn {Procedure} viewport-height @var{viewport}
Return the height of @var{viewport}.
@end deffn
@deffn {Procedure} viewport-clear-color @var{viewport}
Return the clear color for @var{viewport}.
@end deffn
@deffn {Procedure} viewport-clear-flags @var{viewport}
Return the list of clear flags for @var{viewport}.
@end deffn
@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{Buffers}) 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 {Syntax} gpu-apply @var{shader} @var{vertex-array} @
[#:uniform-key @var{uniform-value} ...]
@deffnx {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 {Syntax} gpu-apply/instanced @var{shader} @var{vertex-array} @
@var{n} [#:uniform-key @var{uniform-value} ...]
@deffnx {Syntax} gpu-apply/instanced @var{shader} @var{vertex-array} @
@var{count} @var{n} [#:uniform-key @var{uniform-value} ...]
Render @var{vertex-array} @var{n} times using @var{shader} with the
uniform values specified in the following keyword arguments.
Instanced rendering is very beneficial for rendering the same object
many times with only small differences for each one. For example, the
particle effects described in @ref{Particles} use instanced rendering.
While @code{gpu-apply/instanced} will draw every vertex in
@var{vertex-array}, @code{gpu-apply*} will only draw @var{count}
vertices.
@end deffn
@deffn {Procedure} current-viewport
Return the currently bound viewport (@pxref{Viewports}).
@end deffn
@deffn {Procedure} current-framebuffer
Return the currently bound framebuffer (@pxref{Framebuffers}).
@end deffn
@deffn {Procedure} current-blend-mode
Return the currently bound blend mode (@pxref{Blending}).
@end deffn
@deffn {Procedure} current-depth-test
Return @code{#t} if depth testing is currently enabled (@pxref{Blending}).
@end deffn
@deffn {Procedure} current-texture
Return the currently bound texture (@pxref{Textures}).
@end deffn
@deffn {Procedure} current-projection
Return the currently bound projection matrix (@pxref{Matrices}).
@end deffn
@deffn {Syntax} with-viewport @var{viewport} @var{body} ...
Evaluate @var{body} with the current viewport bound to @var{viewport} (@pxref{Viewports}).
@end deffn
@deffn {Syntax} with-framebuffer @var{framebuffer} @var{body} ...
Evaluate @var{body} with the current framebuffer bound to
@var{framebuffer} (@pxref{Framebuffers}).
@end deffn
@deffn {Syntax} with-blend-mode @var{blend-mode} @var{body} ...
Evaluate @var{body} with the current blend mode bound to
@var{blend-mode} (@pxref{Blending}).
@end deffn
@deffn {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 (@pxref{Blending}).
@end deffn
@deffn {Syntax} with-texture @var{texture} @var{body} ...
Evaluate @var{body} with the current texture bound to @var{texture}
(@pxref{Textures}).
@end deffn
@deffn {Syntax} with-projection @var{projection} @var{body} ...
Evaluate @var{body} with the current projection matrix bound to
@var{projection} (@pxref{Matrices}).
@end deffn
@node Buffers
@subsection Buffers
Alright, let's brush aside all of those pretty high level abstractions
and discuss what is going on under the hood. The GPU exists as a
discrete piece of hardware separate from the CPU. In order to make it
draw things, we must ship lots of data out of our memory space and
into the GPU. The @code{(chickadee render buffer}) module provides an
API for manipulating GPU buffers.
In OpenGL terminology, a chunk of data allocated on the GPU is a
``vertex buffer object'' or VBO. For example, here is a bytevector
that could be transformed into a GPU buffer that packs together vertex
position and texture coordinates:
@example
(use-modules (chickadee render buffer) (srfi srfi-4))
(define data
(f32vector -8.0 -8.0 ; 2D vertex
0.0 0.0 ; 2D texture coordinate
8.0 -8.0 ; 2D vertex
1.0 0.0 ; 2D texture coordinate
8.0 8.0 ; 2D vertex
1.0 1.0 ; 2D texture coordinate
-8.0 8.0 ; 2D vertex
0.0 1.0)) ; 2D texture coordinate
@end example
This data represents a textured 16x16 square centered on the
origin. To send this data to the GPU, the @code{make-buffer} procedure
is needed:
@example
(define buffer (make-buffer data #:stride 16))
@end example
The @code{#:stride} keyword argument indicates how many bytes make up
each element of the buffer. In this case, there are 4 floats per
element: 2 for the vertex, and 2 for the texture coordinate. A 32-bit
float is 4 bytes in length, so the buffer's stride is 16.
Within a VBO, one or more ``attributes'', as OpenGL calls them, may be
present. Attributes are subregions within the buffer that have a
particular data type. In this case, there are two attributes packed
into the buffer. To provided a typed view into a buffer, the
@code{make-typed-buffer} procedure is needed:
@example
(define vertices
(make-typed-buffer #:buffer buffer
#:type 'vec2
#:component-type 'float
#:length 4))
(define texcoords
(make-typed-buffer #:buffer buffer
#:type 'vec2
#:component-type 'float
#:length 4
#:offset 8))
@end example
To render a square, the GPU needs to draw two triangles, which means
we need 6 vertices in total. However, the above buffer only contains
data for 4 vertices. This is becase there are only 4 unique vertices
for a square, but 2 of them must be repeated for each triangle. To
work with deduplicated vertex data, an ``index buffer'' must be
created.
@example
(define index-buffer
(make-buffer (u32vector 0 3 2 0 2 1)
#:target 'index)
(define indices
(make-typed-buffer #:type 'scalar
#:component-type 'unsigned-int
#:buffer index-buffer))
@end example
Note the use of the @code{#:target} keyword argument. It is required
because the GPU treats index data in a special way and must be told
which data is index data.
Now that the typed buffers representing each attribute have been
created, all that's left is to bind them all together in a ``vertex
array object'', or VAO. Vertex arrays associate each typed buffer
with an attribute index on the GPU. The indices that are chosen must
correspond with the indices that the shader (@pxref{Shaders}) expects
for each attribute.
@example
(define vertex-array
(make-vertex-array #:indices indices
#:attributes `((0 . ,vertices)
(1 . ,texcoords))))
@end example
With the vertex array created, the GPU is now fully aware of how to
interpret the data that it has been given in the original buffer.
Actually rendering this square is left as an exercise to the reader.
See the @ref{Shaders} section and the @code{gpu-apply} procedure in
@ref{Rendering Engine} for the remaining pieces of a successful draw
call. Additionally, consider reading the source code for sprites,
shapes, or particles to see GPU buffers in action.
Without further ado, the API reference:
@deffn {Procedure} make-buffer @var{data} [#:name "anonymous"] @
[#:length] [#:offset 0] [#:stride 0] [#:target @code{vertex}] @
[#:usage @code{static}]
Upload @var{data}, a bytevector, to the GPU. By default, the entire
bytevector is uploaded. A subset of the data may be uploaded by
specifying the @var{offset}, the index of the first byte to be
uploaded, and @var{length}, the number of bytes to upload.
If @var{data} is @code{#f}, allocate @var{length} bytes of fresh GPU
memory instead.
@var{target} and @var{usage} are hints that tell the GPU how the
buffer is intended to be used.
@var{target} may be:
@itemize
@item @code{vertex}
Vertex attribute data.
@item @code{index}
Index buffer data.
@end itemize
@var{usage} may be:
@itemize
@item @code{static}
The buffer data will not be modified after creation.
@item @code{stream}
The buffer data will be modified frequently.
@end itemize
@var{name} is simply an arbitrary string for debugging purposes that
is never sent to the GPU.
@end deffn
@deffn {Procedure} buffer? @var{obj}
Return @code{#t} if @var{obj} is a GPU buffer.
@end deffn
@deffn {Procedure} index-buffer? @var{buffer}
Return @code{#t} if @var{buffer} is an index buffer.
@end deffn
@defvar null-buffer
Represents the absence of a buffer.
@end defvar
@deffn {Procedure} buffer-name @var{buffer}
Return the name of @var{buffer}.
@end deffn
@deffn {Procedure} buffer-length @var{buffer}
Return the length of @var{buffer}.
@end deffn
@deffn {Procedure} buffer-stride @var{buffer}
Return the amount of space, in bytes, between each element in
@var{buffer}.
@end deffn
@deffn {Procedure} buffer-target @var{buffer}
Return the the intended usage of @var{buffer}, either @code{vertex} or
@code{index}.
@end deffn
@deffn {Procedure} buffer-usage @var{buffer}
Return the intended usage of @var{buffer}, either @code{static} for
buffer data that will not change once sent to the GPU, or
@code{stream} for buffer data that will be frequently updated from the
client-side.
@end deffn
@deffn {Procedure} buffer-data @var{buffer}
Return a bytevector containing all the data within @var{buffer}. If
@var{buffer} has not been mapped (see @code{with-mapped-buffer}) then
this procedure will return @code{#f}.
@end deffn
@deffn {Syntax} with-mapped-buffer @var{buffer} @var{body} @dots{}
Evaluate @var{body} in the context of @var{buffer} having its data
synced from GPU memory to RAM. In this context, @code{buffer-data}
will return a bytevector of all the data stored in @var{buffer}. When
program execution exits this form, the data (including any
modifications) is synced back to the GPU.
This form is useful for streaming buffers that need to update their
contents dynamically, such as a sprite batch.
@end deffn
@deffn {Procedure} make-typed-buffer #:buffer #:type @
#:component-type #:length [#:offset 0] [#:divisor] @
[#:name "anonymous"]
Return a new typed buffer view for @var{buffer} starting at byte index
@var{offset} of @var{length} elements, where each element is of
@var{type} and composed of @var{component-type} values.
Valid values for @var{type} are:
@itemize
@item @code{scalar}
single number
@item @code{vec2}
2D vector
@item @code{vec3}
3D vector
@item @code{vec4}
4D vector
@item @code{mat2}
2x2 matrix
@item @code{mat3}
3x3 matrix
@item @code{mat4}
4x4 matrix
@end itemize
Valid values for @var{component-type} are:
@itemize
@item @code{byte}
@item @code{unsigned-byte}
@item @code{short}
@item @code{unsigned-short}
@item @code{int}
@item @code{unsigned-int}
@item @code{float}
@item @code{double}
@end itemize
@var{divisor} is only needed for instanced rendering applications (see
@code{gpu-apply/instanced} in @ref{Rendering Engine}) and represents
how many instances each vertex element applies to. A divisor of 0
means that a single element is used for every instance and is used for
the data being instanced. A divisor of 1 means that each element is
used for 1 instance. A divisor of 2 means that each element is used
for 2 instances, and so on.
@end deffn
@deffn {Procedure} typed-buffer? @var{obj}
Return @code{#t} if @var{obj} is a typed buffer.
@end deffn
@deffn {Procedure} typed-buffer->buffer @var{typed-buffer}
Return the buffer that @var{typed-buffer} is using.
@end deffn
@deffn {Procedure} typed-buffer-name @var{typed-buffer}
Return the name of @var{typed-buffer}.
@end deffn
@deffn {Procedure} typed-buffer-offset @var{typed-buffer}
Return the byte offset of @var{typed-buffer}.
@end deffn
@deffn {Procedure} typed-buffer-type @var{typed-buffer}
Return the data type of @var{typed-buffer}.
@end deffn
@deffn {Procedure} typed-buffer-component-type @var{typed-buffer}
Return the component data type of @var{typed-buffer}
@end deffn
@deffn {Procedure} typed-buffer-divisor @var{typed-buffer}
Return the instance divisor for @var{typed-buffer}.
@end deffn
@deffn {Syntax} with-mapped-typed-buffer @var{typed-buffer} @var{body} @dots{}
Evaluate @var{body} in the context of @var{typed-buffer} having its
data synced from GPU memory to RAM. See @code{with-mapped-buffer} for
more information.
@end deffn
@deffn {Procedure} make-vertex-array #:indices #:attributes @
[#:mode @code{triangles}]
Return a new vertex array using the index data within the typed buffer
@var{indices} and the vertex attribute data within @var{attributes}.
@var{attributes} is an alist mapping shader attribute indices to typed
buffers containing vertex data:
@example
`((1 . ,typed-buffer-a)
(2 . ,typed-buffer-b)
...)
@end example
By default, the vertex array is interpreted as containing a series of
triangles. If another primtive type is desired, the @var{mode}
keyword argument may be overridden. The following values are
supported:
@itemize
@item @code{points}
@item @code{lines}
@item @code{line-loop}
@item @code{line-strip}
@item @code{triangles}
@item @code{triangle-strip}
@item @code{triangle-fan}
@end itemize
@end deffn
@defvar null-vertex-array
Represents the absence of a vertex array.
@end defvar
@deffn {Procedure} vertex-array? @var{obj}
Return @code{#t} if @var{obj} is a vertex array.
@end deffn
@deffn {Procedure} vertex-array-indices @var{vertex-array}
Return the typed buffer containing index data for @var{vertex-array}.
@end deffn
@deffn {Procedure} vertex-array-attributes @var{vertex-array}
Return the attribute index -> typed buffer mapping of vertex attribute
data for @var{vertex-array}.
@end deffn
@deffn {Procedure} vertex-array-mode @var{vertex-array}
Return the primitive rendering mode for @var{vertex-array}.
@end deffn
@node Shaders
@subsection Shaders
Shaders are programs that the GPU can evaluate that allow the
programmer to completely customized the final output of a GPU draw
call. The @code{(chickadee render shader)} module provides an API for
building custom shaders.
Shaders are written in the OpenGL Shading Language, or GLSL for short.
Chickadee aspires to provide a domain specific language for writing
shaders in Scheme, but we are not there yet.
Shader programs consist of two components: A vertex shader and a
fragment shader. A vertex shader receives vertex data (position
coordinates, texture coordinates, normals, etc.) and transforms them
as desired, whereas a fragment shader controls the color of each
pixel.
Sample vertex shader:
@example
@verbatim
#version 130
in vec2 position;
in vec2 tex;
out vec2 fragTex;
uniform mat4 mvp;
void main(void) {
fragTex = tex;
gl_Position = mvp * vec4(position.xy, 0.0, 1.0);
}
@end verbatim
@end example
Sample fragment shader:
@example
@verbatim
#version 130
in vec2 fragTex;
uniform sampler2D colorTexture;
void main (void) {
gl_FragColor = texture2D(colorTexture, fragTex);
}
@end verbatim
@end example
This manual will not cover GLSL features and syntax as there is lots
of information already available about this topic.
One way to think about rendering with shaders, and the metaphor
Chickadee uses, is to think about it as a function call: The shader is
a function, and it is applied to some ``attributes'' (positional
arguments), and some ``uniforms'' (keyword arguments).
@example
(define my-shader (load-shader "vert.glsl" "frag.glsl"))
(define vertices (make-vertex-array ...))
(gpu-apply my-shader vertices #:color red)
@end example
@xref{Rendering Engine} for more details about the @code{gpu-apply}
procedure.
Shaders are incredibly powerful tools, and there's more information
about them than we could ever fit into this manual, so we highly
recommend searching the web for more information and examples. What
we can say, though, is how to use our API:
@deffn {Procedure} strings->shader @var{vertex-source} @var{fragment-source}
Compile @var{vertex-source}, the GLSL code for the vertex shader, and
@var{fragment-source}, the GLSL code for the fragment shader, into a
GPU shader program.
@end deffn
@deffn {Procedure} load-shader @var{vertex-source-file} @
@var{fragment-source-file}
Compile the GLSL source code within @var{vertex-source-file} and
@var{fragment-source-file} into a GPU shader program.
@end deffn
@deffn {Procedure} make-shader @var{vertex-port} @var{fragment-port}
Read GLSL source from @var{vertex-port} and @var{fragment-port} and
compile them into a GPU shader program.
@end deffn
@deffn {Procedure} shader? @var{obj}
Return @code{#t} if @var{obj} is a shader.
@end deffn
@defvar null-shader
Represents the absence shader program.
@end defvar
@deffn {Procedure} shader-uniform @var{shader} @var{name}
Return the metadata for the uniform @var{name} in @var{shader}.
@end deffn
@deffn {Procedure} shader-uniforms @var{shader}
Return a hash table of uniforms for @var{shader}.
@end deffn
@deffn {Procedure} shader-attributes @var{shader}
Return a hash table of attributes for @var{shader}.
@end deffn
@deffn {Procedure} uniform? @var{obj}
Return @code{#t} if @var{obj} is a uniform.
@end deffn
@deffn {Procedure} uniform-name @var{uniform}
Return the variable name of @var{uniform}.
@end deffn
@deffn {Procedure} uniform-type @var{uniform}
Return the data type of @var{uniform}.
@end deffn
@deffn {Procedure} uniform-value @var{uniform}
Return the current value of @var{uniform}.
@end deffn
@deffn {Procedure} uniform-default-value @var{uniform}
Return the default value of @var{uniform}.
@end deffn
@deffn {Procedure} attribute? @var{obj}
Return @code{#t} if @var{obj} is an attribute.
@end deffn
@deffn {Procedure} attribute-name @var{attribute}
Return the variable name of @var{attribute}.
@end deffn
@deffn {Procedure} attribute-location @var{attribute}
Return the binding location of @var{attribute}.
@end deffn
@deffn {Procedure} attribute-type @var{attribute}
Return the data type of @var{attribute}.
@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 ``scripts'' 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 scripts, let's discuss the simple act
of scheduling tasks.
@menu
* Agendas:: Scheduling tasks.
* Scripts:: Cooperative multitasking.
* Tweening:: Animations.
* 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 {Procedure} make-agenda
Return a new task scheduler.
@end deffn
@deffn {Procedure} agenda? @var{obj}
Return @code{#t} if @var{obj} is an agenda.
@end deffn
@deffn {Procedure} current-agenda
@deffnx {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 {Syntax} with-agenda @var{agenda} @var{body} @dots{}
Evaluate @var{body} with the current agenda set to @var{agenda}.
@end deffn
@deffn {Procedure} agenda-time
Return the current agenda time.
@end deffn
@deffn {Procedure} update-agenda @var{dt}
Advance the current agenda by @var{dt}.
@end deffn
@deffn {Procedure} schedule-at @var{time} @var{thunk}
Schedule @var{thunk}, a procedure of zero arguments, to be run at
@var{time}.
@end deffn
@deffn {Procedure} schedule-after @var{delay} @var{thunk}
Schedule @var{thunk}, a procedure of zero arguments, to be run after
@var{delay}.
@end deffn
@deffn {Procedure} schedule-every @var{interval} @var{thunk} [@var{n}]
Schedule @var{thunk}, a procedure of zero arguments, to be run every
@var{interval} amount of time. Repeat this @var{n} times, or
indefinitely if not specified.
@end deffn
@deffn {Syntax} at @var{time} @var{body} @dots{}
Schedule @var{body} to be evaluated at @var{time}.
@end deffn
@deffn {Syntax} after @var{delay} @var{body} @dots{}
Schedule @var{body} to be evaluated after @var{delay}.
@end deffn
@deffn {Syntax} every @var{interval} @var{body} @dots{}
@deffnx {Syntax} every (@var{interval} @var{n}) @var{body} @dots{}
Schedule @var{body} to be evaluated every @var{interval} amount of
time. Repeat this @var{n} times, or indefinitely if not specified.
@end deffn
@node Scripts
@subsection Scripts
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 scripts come in. With scripts 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 scripts have a
turn and prevent blocking the game loop. Building on top of the
scheduling that agendas provide, here is a script that models a child
trying to get their mother's attention:
@example
(script
(while #t
(display "mom!")
(newline)
(sleep 60))) ; where 60 = 1 second of real time
@end example
This code runs in an endless loop, but the @code{sleep} procedure
suspends the script 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?
Scripts can suspend to any capable handler, not just the agenda.
The @code{yield} procedure will suspend the current script 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 script after it has
been started. For example, when an enemy is defeated their AI routine
needs to be shut down. When a script is spawned, a handle to that
script is returned that can be used to cancel it when desired.
@example
(define script (script (while #t (display "hey\n") (sleep 60))))
;; sometime later
(cancel-script script)
@end example
@deffn {Procedure} spawn-script @var{thunk}
Apply @var{thunk} as a script and return a handle to it.
@end deffn
@deffn {Syntax} script @var{body} @dots{}
Evaluate @var{body} as a script and return a handle to it.
@end deffn
@deffn {Procedure} script? @var{obj}
Return @code{#t} if @var{obj} is a script handle.
@end deffn
@deffn {Procedure} script-cancelled? @var{obj}
Return @code{#t} if @var{obj} has been cancelled.
@end deffn
@deffn {Procedure} script-running? @var{obj}
Return @code{#t} if @var{obj} has not yet terminated or been
cancelled.
@end deffn
@deffn {Procedure} script-complete? @var{obj}
Return @code{#t} if @var{obj} has terminated.
@end deffn
@deffn {Procedure} cancel-script @var{co}
Prevent further execution of the script @var{co}.
@end deffn
@deffn {Procedure} yield @var{handler}
Suspend the current script and pass its continuation to the
procedure @var{handler}.
@end deffn
@deffn {Procedure} sleep @var{duration}
Wait @var{duration} before resuming the current script.
@end deffn
@deffn {Syntax} forever @var{body} @dots{}
Evaluate @var{body} in an endless loop.
@end deffn
@node Tweening
@subsection Tweening
Tweening is the process of transitioning something from an initial
state to a final state over a pre-determined period of time. In other
words, tweening is a way to create animation. The @code{tween}
procedure can be used within any script like so:
@example
(define x 0)
(script
;; 0 to 100 in 60 ticks of the agenda.
(tween 60 0 100 (lambda (y) (set! x y))))
@end example
@deffn {Procedure} tween @var{duration} @var{start} @var{end} @var{proc} [#:step 1 #:ease @code{smoothstep} #:interpolate @code{lerp}]
Transition a value from @var{start} to @var{end} over @var{duration},
sending each succesive value to @var{proc}. @var{step} controls the
amount of time between each update of the animation.
To control how the animation goes from the initial to final state, an
``easing'' procedure may be specified. By default, the
@code{smoothstep} easing is used, which is a more pleasing default
than a simplistic linear function. @xref{Easings} for a complete list
of available easing procedures.
The @var{interpolate} procedure computes the values in between
@var{start} and @var{end}. By default, linear interpolation (``lerp''
for short) is used.
@end deffn
@node Channels
@subsection Channels
Channels are a tool for communicating amongst different scripts. One
script can write a value to the channel and another can read from it.
Reading or writing to a channel suspends that script 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))
(script
(forever
(let ((item (channel-get c)))
(pk 'got item))))
(script
(channel-put c 'sword)
(channel-put c 'shield)
(channel-put c 'potion))
@end example
@deffn {Procedure} make-channel
Return a new channel
@end deffn
@deffn {Procedure} channel? @var{obj}
Return @code{#t} if @var{obj} is a channel.
@end deffn
@deffn {Procedure} channel-get @var{channel}
Retrieve a value from @var{channel}. The current script suspends
until a value is available.
@end deffn
@deffn {Procedure} channel-put @var{channel} @var{data}
Send @var{data} to @var{channel}. The current script suspends until
another script is available to retrieve the value.
@end deffn
A low-level API also exists for using channels outside of a script via
callback procedures:
@deffn {Procedure} channel-get! @var{channel} @var{proc}
Asynchronously retrieve a value from @var{channel} and call @var{proc}
with that value.
@end deffn
@deffn {Procedure} channel-put! @var{channel} @var{data} [@var{thunk}]
Asynchronously send @var{data} to @var{channel} and call @var{thunk}
after it has been received.
@end deffn
|