diff options
author | David Thompson <dthompson2@worcester.edu> | 2014-07-03 19:13:00 -0400 |
---|---|---|
committer | David Thompson <dthompson2@worcester.edu> | 2014-07-03 19:17:46 -0400 |
commit | 3f74af2625458f41658d8548560452c444a15bde (patch) | |
tree | 13f0579f8a25ff54c4ad993c5908d760799ac373 /sly | |
parent | bf94a6467ffac40dae55ebef8372cfac2d6a4bbb (diff) |
Remove global variables for controlling tick rate.
* sly/game.scm (tick-interval, max-ticks-per-frame): Remove them.
(draw, update, alpha, frame-sleep): Move within start-game-loop
closure.
(interval): New procedure.
(start-game-loop): Add tick-rate, frame-rate, and max-ticks-per-frame
keyword arguments.
Diffstat (limited to 'sly')
-rw-r--r-- | sly/game.scm | 119 |
1 files changed, 62 insertions, 57 deletions
diff --git a/sly/game.scm b/sly/game.scm index 9bc3c52..1b0e0a0 100644 --- a/sly/game.scm +++ b/sly/game.scm @@ -30,9 +30,7 @@ #:use-module (sly math) #:use-module (sly signal) #:use-module (sly window) - #:export (tick-interval - max-ticks-per-frame - draw-hook + #:export (draw-hook start-game-loop stop-game-loop)) @@ -40,69 +38,76 @@ ;;; Game Loop ;;; -;; Update 60 times per second by default. -(define tick-interval (floor (/ 1000 60))) -;; The maximum number of times the game loop will update game state in -;; a single frame. When this upper bound is reached due to poor -;; performance, the game will start to slow down instead of becoming -;; completely unresponsive and possibly crashing. -(define max-ticks-per-frame 4) (define draw-hook (make-hook 2)) -(define (draw dt alpha) - "Render a frame." - (let ((width (signal-ref window-width)) - (height (signal-ref window-height))) - (gl-viewport 0 0 width height)) - (gl-clear (clear-buffer-mask color-buffer depth-buffer)) - (run-hook draw-hook dt alpha) - (SDL:gl-swap-buffers)) +(define (interval rate) + (floor (/ 1000 rate))) -(define (update lag) - "Call the update callback. The update callback will be called as -many times as tick-interval can divide LAG. The return value -is the unused accumulator time." - (define (iter lag ticks) - (cond ((>= ticks max-ticks-per-frame) - lag) - ((>= lag tick-interval) - (tick-agenda!) - (iter (- lag tick-interval) (1+ ticks))) - (else - lag))) - (iter lag 0)) +(define* (start-game-loop #:optional #:key + (frame-rate 60) + (tick-rate 60) + (max-ticks-per-frame 4)) + "Start the game loop. FRAME-RATE specifies the optimal number of +frames to draw per second. TICK-RATE specifies the optimal game logic +updates per second. Both FRAME-RATE and TICK-RATE are 60 by default. +MAX-TICKS-PER-FRAME is the maximum number of times the game loop will +update game state in a single frame. When this upper bound is reached +due to poor performance, the game will start to slow down instead of +becoming completely unresponsive and possibly crashing." + (let ((tick-interval (interval tick-rate)) + (frame-interval (interval frame-rate))) + (define (draw dt alpha) + "Render a frame." + (let ((width (signal-ref window-width)) + (height (signal-ref window-height))) + (gl-viewport 0 0 width height)) + (gl-clear (clear-buffer-mask color-buffer depth-buffer)) + (run-hook draw-hook dt alpha) + (SDL:gl-swap-buffers)) -(define (alpha lag) - "Calculate interpolation factor in the range [0, 1] for the + (define (update lag) + "Call the update callback. The update callback will be called as +many times as tick-interval can divide LAG. The return value is the +unused accumulator time." + (define (iter lag ticks) + (cond ((>= ticks max-ticks-per-frame) + lag) + ((>= lag tick-interval) + (tick-agenda!) + (iter (- lag tick-interval) (1+ ticks))) + (else + lag))) + (iter lag 0)) + + (define (alpha lag) + "Calculate interpolation factor in the range [0, 1] for the leftover frame time LAG." - (clamp 0 1 (/ lag tick-interval))) + (clamp 0 1 (/ lag tick-interval))) -(define (frame-sleep time) - "Sleep for the remainder of the frame that started at TIME." - (let ((t (- (+ time tick-interval) - (SDL:get-ticks)))) - (usleep (max 0 (* t 1000))))) + (define (frame-sleep time) + "Sleep for the remainder of the frame that started at TIME." + (let ((t (- (+ time frame-interval) + (SDL:get-ticks)))) + (usleep (max 0 (* t 1000))))) -(define (game-loop previous-time lag) - "Update game state, and render. PREVIOUS-TIME is the time in + (define (game-loop previous-time lag) + "Update game state, and render. PREVIOUS-TIME is the time in milliseconds of the last iteration of the game loop." - (let* ((current-time (SDL:get-ticks)) - (dt (- current-time previous-time))) - (process-events) - (let ((lag (update (+ lag dt)))) - (draw dt (alpha lag)) - (frame-sleep current-time) - (game-loop current-time lag)))) + (let* ((current-time (SDL:get-ticks)) + (dt (- current-time previous-time))) + (process-events) + (let ((lag (update (+ lag dt)))) + (draw dt (alpha lag)) + (frame-sleep current-time) + (game-loop current-time lag)))) -(define (start-game-loop) - "Start the game loop." - (call-with-prompt - 'game-loop-prompt - (lambda () - (game-loop (SDL:get-ticks) 0)) - (lambda (cont callback) - (when (procedure? callback) - (callback cont))))) + (call-with-prompt + 'game-loop-prompt + (lambda () + (game-loop (SDL:get-ticks) 0)) + (lambda (cont callback) + (when (procedure? callback) + (callback cont)))))) (define (stop-game-loop) "Abort the game loop." |