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path: root/2d/game-loop.scm
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* 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
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* Start debugging the "spiral of death" issue.David Thompson2013-09-131-25/+33
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* Create a scene stack interface.David Thompson2013-09-061-21/+55
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* Add the beginnings of game scene management.David Thompson2013-09-061-2/+13
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* Remove all hooks and instead trigger events on the current scene.David Thompson2013-09-061-68/+60
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* 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
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* Add some documentation.David Thompson2013-09-021-0/+4
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* Pass along the *repl-stack* fluid so that nested REPLs work right.David Thompson2013-09-021-2/+5
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* Move both mvars into the repl module.David Thompson2013-09-021-28/+4
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* Remove frame-sleep and add run-repl.David Thompson2013-09-021-8/+7
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* Execute REPL thunks in the context of the main game thread.David Thompson2013-09-021-19/+34
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* Only unlock the game loop mutex when the REPL server is waiting.David Thompson2013-08-191-4/+16
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* 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
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* Move game-loop procedure out of run-game-loop.David Thompson2013-07-311-16/+16
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* Spawn REPL server when game loop starts.David Thompson2013-07-311-0/+3
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* 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
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* Use the current-time argument in time-left.David Thompson2013-07-311-1/+1
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* 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
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* Rewrite game loop to use pure functions.David Thompson2013-07-281-34/+37
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* Add additional SDL event handlers.David Thompson2013-07-211-1/+26
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* Remove event-keycode and event-keymods.David Thompson2013-07-211-12/+4
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* Update to guile-sdl 0.5.0 API.David Thompson2013-07-211-7/+7
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* Update the global agenda in the game loop.David Thompson2013-07-151-0/+2
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* Clean up run-game-loop procedure.David Thompson2013-06-261-3/+3
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* Use delayed evaluation of SDL:get-ticks to avoid initial frame stutter.David Thompson2013-06-251-6/+6
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* Add mouse event callbacks.David Thompson2013-06-251-1/+33
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* Pass key modifiers and unicode value as arguments to key up/down events.David Thompson2013-06-251-4/+13
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* Apply SDL:enum->number on keysyms.David Thompson2013-06-251-2/+5
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* Improve update loop logic.David Thompson2013-06-231-8/+21
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* Can't use SDL:get-ticks before SDL is initialized.David Thompson2013-06-161-6/+6
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* Add game-loop module.David Thompson2013-06-131-0/+124