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authorDavid Thompson <dthompson2@worcester.edu>2014-05-04 21:51:07 -0400
committerDavid Thompson <dthompson2@worcester.edu>2014-05-04 21:51:07 -0400
commita316893a68ae44a100d6dc5be34bf2c7d582e9ca (patch)
tree78f435734cfd741cc424beb70bc6a08595f43d89
parentc45c9fa03575881f8c8dae0c8f729ea993abad0c (diff)
Tweak README to reflect API changes.
-rw-r--r--README.org11
1 files changed, 5 insertions, 6 deletions
diff --git a/README.org b/README.org
index bbd26e0..c1a4245 100644
--- a/README.org
+++ b/README.org
@@ -48,17 +48,17 @@
user might experience when updating the game takes longer than
drawing a frame at the desired rate. Instead of slowing to a
crawl, some frames are dropped and the loop tries to catch up on
- updates. Additionally, a fixed timestep allows for a more
- deterministic simulation than a variable timestep.
+ updates. Additionally, a fixed timestep allows for a deterministic
+ simulation, unlike a variable timestep.
- To start up the game loop, simply call =(run-game-loop)=. It's a
+ To start up the game loop, simply call =(start-game-loop)=. It's a
good idea to set up the game window prior to starting the loop via
the =with-window= form.
#+BEGIN_SRC scheme
(with-window (make-window #:title "Best Game Ever"
#:resolution (vector2 640 480))
- (run-game-loop))
+ (start-game-loop))
#+END_SRC
*** Sprites
@@ -157,8 +157,7 @@
#+BEGIN_SRC scheme
(use-modules (2d agenda)
- (2d coroutine)
- (2d game))
+ (2d coroutine))
(coroutine
(while #t