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authorDavid Thompson <dthompson2@worcester.edu>2013-07-17 20:23:27 -0400
committerDavid Thompson <dthompson2@worcester.edu>2013-07-17 20:23:27 -0400
commit7aad8c3f17cf180bd16d018f6c3b34fe6f1dc84c (patch)
tree3bf997fa412df8953e177e6c71a63deba58d8882 /README.org
parent594913616f54bcaab7268e7eac2244a0b83116a8 (diff)
Add short feature explanations and sample code to the README.
Diffstat (limited to 'README.org')
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1 files changed, 131 insertions, 37 deletions
diff --git a/README.org b/README.org
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Here is the simplest Guile-2d application (so far).
#+BEGIN_SRC scheme
- (use-modules (figl gl)
- (2d sprite)
- (2d game-loop)
- (2d window)
- (2d input))
-
- (define window-width 800)
- (define window-height 600)
- (define sprite #f)
-
- (define (key-down key)
- (display key) (newline)
- (case key
- ;; Quit program when ESCAPE or Q is pressed.
- ((any-equal? key (keycode escape) (keycode q))
- (close-window)
- (quit))))
-
- ;; Draw our sprite
- (define (render)
- (draw-sprite sprite))
-
- ;; Register callbacks.
- (set-render-callback (lambda () (render)))
- (set-key-down-callback (lambda (key) (key-down key)))
-
- ;; Open the window.
- (open-window window-width window-height)
-
- ;; Load a sprite and center it on the screen.
- ;; Must be done AFTER opening the window.
- (set! sprite (load-sprite "sprite.png" #:position (vector (/ window-width 2)
- (/ window-height 2))))
-
- ;; Start the game loop.
- ;; The render callback will be called through this procedure.
- (run-game-loop)
+ (use-modules (figl gl)
+ (2d sprite)
+ (2d game-loop)
+ (2d window)
+ (2d input))
+
+ (define window-width 800)
+ (define window-height 600)
+ (define sprite #f)
+
+ (define (key-down key)
+ (display key) (newline)
+ (case key
+ ;; Quit program when ESCAPE or Q is pressed.
+ ((any-equal? key (keycode escape) (keycode q))
+ (close-window)
+ (quit))))
+
+ ;; Draw our sprite
+ (define (render)
+ (draw-sprite sprite))
+
+ ;; Register callbacks.
+ (set-render-callback (lambda () (render)))
+ (set-key-down-callback (lambda (key) (key-down key)))
+
+ ;; Open the window.
+ (open-window window-width window-height)
+
+ ;; Load a sprite and center it on the screen.
+ ;; Must be done AFTER opening the window.
+ (set! sprite (load-sprite "sprite.png" #:position (vector (/ window-width 2)
+ (/ window-height 2))))
+
+ ;; Start the game loop.
+ ;; The render callback will be called through this procedure.
+ (run-game-loop)
#+END_SRC
+** Features
+
+*** Sprites
+ Sprites encapsulate the presentation of a image or a region of an image.
+
+ The simplest way to get started with sprites is to use the
+ `load-sprite` procedure. All arguments except the filename are
+ optional keyword arguments.
+
+ #+BEGIN_SRC scheme
+ (define sprite (load-sprite "cirno.png" #:position #(0 0) #:scale (1 1)
+ #:rotation (0) #:color #xffffff #:anchor 'center))
+ #+END_SRC
+
+ Alternatively, you can make a sprite from an existing texture. The
+ same keyword arguments in `load-sprite` are also available here.
+
+ #+BEGIN_SRC scheme
+ (define texture
+ (define sprite (make-sprite (load-texture "cirno.png"))))
+ #+END_SRC
+
+ Position, scale, rotation, color, and anchor are mutable.
+
+ #+BEGIN_SRC scheme
+ (set-sprite-position! sprite #(100 100))
+ #+END_SRC
+
+ Drawing a sprite is simple.
+
+ #+BEGIN_SRC scheme
+ (draw-sprite sprite)
+ #+END_SRC
+
+*** Sprite Batches
+ When drawing many sprites, it is inefficient to send them to the
+ GPU individually. Sprite batches resolve this issue by sending
+ sprites to the GPU in large chunks.
+
+ To take advantage of this, create a sprite batch and use
+ `with-sprite-batch`. All calls to `draw-sprite` will use the
+ sprite batch within this form.
+
+ #+BEGIN_SRC scheme
+ (define sprites (make-a-ton-of-sprites))
+
+ (define batch (make-sprite-batch))
+
+ (with-sprite-batch batch
+ (for-each
+ (lambda (sprite) (draw-sprite sprite))
+ sprites))
+ #+END_SRC
+
+*** Coroutines and Agendas
+ The ability to write scripts is very important for most games. A
+ script for an RPG NPC could look like this:
+
+ #+BEGIN_SRC scheme
+ ;; Walk up one tile and then down one tile, forever.
+ (while #t
+ (walk 'up)
+ (walk 'down))
+ #+END_SRC
+
+ Unfortunately, running this script as it is means completely
+ locking up the program in an unbounded loop. However, coroutines
+ (and a scheduler known as the "agenda") are here to save the day!
+ Coroutines are procedures that can be exited at any point and
+ resumed later.
+
+ It would be nice if after every call to `walk`, the NPC would wait
+ for one second before taking its next step. This is where the
+ agenda comes in. The agenda is used to schedule procedures to be
+ run after an arbitrary number of game updates (1 by
+ default). Since coroutines and the agenda go hand in hand, there
+ exists a `wait` procedure to pause a coroutine and schedule it to
+ be resumed later.
+
+ Using a coroutine and the agenda, the NPC script can be rewritten
+ such that it does not halt further program execution.
+
+ #+BEGIN_SRC scheme
+ (while #t
+ (walk 'up)
+ (wait 60)
+ (walk 'down)
+ (wait 60))
+ #+END_SRC
+
+ Since guile-2d enforces a fixed timestep and updates 60 times per
+ second, waiting for 60 updates means that the NPC will wait one
+ second in between each step.
+
** REPL Driven Development
The read-eval-print-loop present in Guile allows you to develop
your game while it is running! This allows you to see in real time