summaryrefslogtreecommitdiff
path: root/2d
Commit message (Collapse)AuthorAgeFilesLines
...
* Add signals module for functional reactive programming.David Thompson2013-11-291-0/+208
| | | | * 2d/signals.scm: New module.
* Fix emacs hint.David Thompson2013-11-081-1/+1
|
* Fix codefine*.David Thompson2013-11-081-6/+6
| | | | Thank you to shanecelis and mark_weaver.
* Fix exports in stage module.David Thompson2013-11-061-2/+1
|
* Merge game-loop module with game module.David Thompson2013-11-043-269/+241
|
* Add set-stage-scene!David Thompson2013-11-031-1/+2
|
* Pass scene state to all observer event handlers.David Thompson2013-11-033-6/+11
|
* Quit game when scene stack is empty.David Thompson2013-11-031-5/+10
|
* Fix default key-down event.David Thompson2013-11-031-1/+2
|
* Add event observer to scene.David Thompson2013-11-033-75/+92
| | | | | Some convenient default events are provided to make quitting the game easy for new developers.
* Really export scene type tag.David Thompson2013-11-031-1/+2
|
* Add scene name field.David Thompson2013-11-031-3/+6
|
* Remove stage local variables.David Thompson2013-11-033-85/+52
| | | | | Use an the scene initialization thunk to return the needed game state instead.
* Add observer to stage.David Thompson2013-10-301-3/+14
|
* Rewrite stage variables.David Thompson2013-10-301-28/+34
| | | | | Stage variables now act a lot like parameters and their initial values are lazily evaluated.
* Use stage agenda.David Thompson2013-10-231-5/+11
|
* Remove debugging statement.David Thompson2013-10-231-1/+0
|
* Use the new scene/stage API.David Thompson2013-10-233-224/+45
|
* Add temporary dummy procedure.David Thompson2013-10-231-0/+4
|
* Add stage module.David Thompson2013-10-231-0/+160
|
* Add scene module.David Thompson2013-10-231-0/+52
|
* Simplify scene stack.David Thompson2013-10-231-39/+32
|
* Add error handling in game loop.David Thompson2013-10-231-5/+13
| | | | | | | Print backtrace and pause game when exceptions occur. This way the developer can fix the error and resume the game rather than the game crashing, forcing the developer to restart the game. The REPL remains active when the game is paused, of course.
* Move game-fps variable.David Thompson2013-10-231-6/+2
|
* Re-export new procedures from game-loop module.David Thompson2013-10-231-0/+5
|
* Implement game loop pausing.David Thompson2013-10-231-6/+15
|
* Add a paused flag in addition to the running flag.David Thompson2013-10-232-9/+30
|
* Clean up and improve rect API.David Thompson2013-10-201-36/+61
|
* Simplify rect-intersects? procedure.David Thompson2013-10-161-8/+4
|
* Add error handling to ftgl-create-texture-font.David Thompson2013-10-111-2/+6
|
* Move wait procedure into agenda module.David Thompson2013-10-062-10/+10
|
* Clean up docstrings for sprite module.David Thompson2013-09-182-14/+30
|
* Clean up docstrings for texture module.David Thompson2013-09-181-2/+10
|
* Clean up docstrings for game-loop module.David Thompson2013-09-151-10/+12
|
* Clean up docstrings for vector2 module.David Thompson2013-09-151-13/+13
|
* Clean up docstrings for tileset module.David Thompson2013-09-151-7/+9
|
* Clean up docstrings for rect module.David Thompson2013-09-151-6/+6
|
* Clean up docstrings for observer module.David Thompson2013-09-151-4/+4
|
* Clean up docstrings for window module.David Thompson2013-09-151-4/+3
|
* Clean up docstrings for math module.David Thompson2013-09-151-6/+6
|
* Clean up docstrings for helpers module.David Thompson2013-09-151-4/+3
|
* Clean up docstrings in font module.David Thompson2013-09-151-2/+5
|
* Clean up docstrings in coroutine module.David Thompson2013-09-151-2/+2
|
* Clean up docstrings in color module.David Thompson2013-09-151-6/+9
|
* Clean up docstrings for audio module.David Thompson2013-09-151-3/+3
|
* Clean up docstrings for animation module.David Thompson2013-09-151-9/+9
|
* Clean up docstrings for agenda module.David Thompson2013-09-151-31/+30
|
* Clean up docstrings for actions module.David Thompson2013-09-151-11/+15
|
* Rename scene draw and update procedures.David Thompson2013-09-153-10/+10
| | | | They were inconsistent with the rest of the API.
* Animate sprites during game updates instead of on render.David Thompson2013-09-151-2/+26
| | | | | Frame rate is independent of the update rate, so the old way didn't make sense.