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path: root/2d/game-loop.scm
Commit message (Expand)AuthorAgeFilesLines
* Add event observer to scene.David Thompson2013-11-031-69/+75
* Remove stage local variables.David Thompson2013-11-031-1/+1
* Remove debugging statement.David Thompson2013-10-231-1/+0
* Use the new scene/stage API.David Thompson2013-10-231-61/+26
* Simplify scene stack.David Thompson2013-10-231-39/+32
* Add error handling in game loop.David Thompson2013-10-231-5/+13
* Move game-fps variable.David Thompson2013-10-231-6/+2
* Implement game loop pausing.David Thompson2013-10-231-6/+15
* Add a paused flag in addition to the running flag.David Thompson2013-10-231-7/+28
* Clean up docstrings for game-loop module.David Thompson2013-09-151-10/+12
* Rename scene draw and update procedures.David Thompson2013-09-151-2/+2
* Switch back to a simpler method for FPS calculation.David Thompson2013-09-141-39/+21
* Start debugging the "spiral of death" issue.David Thompson2013-09-131-25/+33
* Create a scene stack interface.David Thompson2013-09-061-21/+55
* Add the beginnings of game scene management.David Thompson2013-09-061-2/+13
* Remove all hooks and instead trigger events on the current scene.David Thompson2013-09-061-68/+60
* Prevent circular dependency by moving core game data structures to another mo...David Thompson2013-09-061-0/+1
* Add a *running* flag to the game loop.David Thompson2013-09-061-13/+22
* Add some documentation.David Thompson2013-09-021-0/+4
* Pass along the *repl-stack* fluid so that nested REPLs work right.David Thompson2013-09-021-2/+5
* Move both mvars into the repl module.David Thompson2013-09-021-28/+4
* Remove frame-sleep and add run-repl.David Thompson2013-09-021-8/+7
* Execute REPL thunks in the context of the main game thread.David Thompson2013-09-021-19/+34
* Only unlock the game loop mutex when the REPL server is waiting.David Thompson2013-08-191-4/+16
* Add a global mutex that allows the REPL server to be used more safely while t...David Thompson2013-07-311-0/+19
* Small re-organization.David Thompson2013-07-311-1/+10
* Move game-loop procedure out of run-game-loop.David Thompson2013-07-311-16/+16
* Spawn REPL server when game loop starts.David Thompson2013-07-311-0/+3
* Floor tick-interval since we're dealing with milliseconds and not fractions o...David Thompson2013-07-311-1/+1
* Use weighted average FPS measurement.David Thompson2013-07-311-22/+38
* Use the current-time argument in time-left.David Thompson2013-07-311-1/+1
* Improve game loop.David Thompson2013-07-311-18/+16
* Use hooks instead of primitive callback procedures.David Thompson2013-07-281-84/+49
* Rewrite game loop to use pure functions.David Thompson2013-07-281-34/+37
* Add additional SDL event handlers.David Thompson2013-07-211-1/+26
* Remove event-keycode and event-keymods.David Thompson2013-07-211-12/+4
* Update to guile-sdl 0.5.0 API.David Thompson2013-07-211-7/+7
* Update the global agenda in the game loop.David Thompson2013-07-151-0/+2
* Clean up run-game-loop procedure.David Thompson2013-06-261-3/+3
* Use delayed evaluation of SDL:get-ticks to avoid initial frame stutter.David Thompson2013-06-251-6/+6
* Add mouse event callbacks.David Thompson2013-06-251-1/+33
* Pass key modifiers and unicode value as arguments to key up/down events.David Thompson2013-06-251-4/+13
* Apply SDL:enum->number on keysyms.David Thompson2013-06-251-2/+5
* Improve update loop logic.David Thompson2013-06-231-8/+21
* Can't use SDL:get-ticks before SDL is initialized.David Thompson2013-06-161-6/+6
* Add game-loop module.David Thompson2013-06-131-0/+124