summaryrefslogtreecommitdiff
path: root/2d/game-loop.scm
Commit message (Collapse)AuthorAgeFilesLines
* 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
| | | | They were inconsistent with the rest of the API.
* 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 ↵David Thompson2013-09-061-0/+1
| | | | module.
* 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 ↵David Thompson2013-07-311-0/+19
| | | | the game loop is running.
* 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 ↵David Thompson2013-07-311-1/+1
| | | | of milliseconds.
* 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
| | | | Instead of a busy loop that eats all of the CPU, sleep in-between frames when possible.
* 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