| Commit message (Collapse) | Author | Age | Files | Lines |
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* sly/math/vector.scm (polar2): New procedure.
* doc/api/math.texi (Vectors): Document it.
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* sly/actor.scm: New file.
* Makefile.am (SOURCES): Add it.
* doc/api/scripting.texi: New file.
* doc/Makefile.am (sly_TEXINFOS): Add it.
* doc/sly.texi: Include scripting section.
* .dir-locals.el: Add identing rule for call-with-actor.
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* sly/math/vector.scm: Replace the 'magnitude' symbol in the default
Guile namespace.
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* sly/live-reload.scm (watch-files): Wait for the game to start before
loading the asset for the first time.
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* examples/sounds/hit.wav: New file.
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* examples/sounds/jump.wav: New file.
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signal-sample had a nasty nondeterministic bug where the newly created
signal might actually be GC'd before it could be returned to the caller.
This was able to happen because no reference to the signal was help
between creating the signal and returning it.
Reported-By: David Hashe <david.hashe@dhashe.com>
* sly/signal.scm (signal-sample): Ensure that the garbage collector
cannot reclaim the new signal before it is returned.
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* sly/signal.scm (signal-if): Add docstring.
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* doc/api/signals.texi: Delete.
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The agenda is really more of a private interface to keep the game moving
behind the scenes, so it's best to not present it to the user by
default.
* sly.scm: Remove (sly agenda) from list of modules to export public
symbols from.
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* sly/utils.scm (forever): Delete.
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* examples/common.scm: Use add-signal-hook! instead of schedule-interval
for receiving FPS events.
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* sly/render/sprite-batch.scm (sprite-batch-add!): Take better advantage
of local variables to reduce lookups, add a comment, and reformat.
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* sly/render/sprite-batch.scm (<sprite-batch>): Replace 'vao' field with
'mesh' field.
(make-sprite-batch): Use 'make-mesh'.
(sprite-batch-flush!): Use 'set-graphics-mesh!'
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* sly/render/mesh.scm (vertex-buffer-element-length): Use the cached
length of the buffer bytevector.
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* sly/render/texture.scm (texture-vertex, pack-texture-vertices,
draw-texture-vertices): Delete.
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This prevents some duplicated compilation when modules include other Sly
modules that haven't been compiled yet.
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Rather than each foreign resource type creating its own guardian, let's
just use one instead so that there is only a single guardian to talk to
each frame.
* sly/guardian.scm: New file.
* Makefile.am (SOURCES): Add it.
* sly/game.scm (run-game-loop): Start guardian worker.
* sly/render/mesh.scm (mesh-guardian): Delete.
(free-mesh): New procedure.
(make-mesh): Guard newly created meshes.
* sly/render/shader.scm (shader-stage-guardian): Delete.
(free-shader-stage): New procedure.
(make-shader-stage): Guard newly created shader stages.
(shader-guardian): Delete.
(free-shader): New procedure.
(make-shader): Guard newly created shaders.
* sly/render/texture.scm (texture-guardian): Delete.
(free-texture): New procedure.
(make-texture): Guard newly created textures.
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* examples/sprite-batch.scm: New file.
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* sly.scm (sly-init): Delete.
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These modules haven't been used in a long time, but were never deleted.
Oops!
* sly/render/model.scm: Delete.
* sly/render/scene.scm: Delete.
* Makefile.am (SOURCES): Remove them.
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* sly/config.scm.in (%libgslcblas): Delete.
* sly/wrappers/gsl.scm: Delete.
* Makefile.am (WRAPPER_SOURCES): Remove it.
* configure.ac: Remove GSL configuration.
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No more GSL dependency! Thanks Andy Wingo, for unboxed floating point
operations!
* sly/math/transform.scm (matrix-ref, matrix-set!): Allow inlining.
(transform*!): Reimplement in pure Scheme, no FFI call to GSL.
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* sly/signal.scm (signal-map-maybe): New procedure.
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* sly/signal.scm (signal-if): New syntax.
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* sly/game.scm (on-start): New procedure.
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* sly/render/framebuffer.scm (null-framebuffer): Set texture to the null
texture, rather than #f.
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* sly/render/framebuffer.scm (framebuffer-null?): New procedure.
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* sly/audio.scm (load-sample): s/filename/file/
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* sly/window.scm (open-window): Initialize SDL2 and the window before
modifying it.
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* sly/render/font.scm (enable-fonts): Add docstring.
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* sly/live-reload (with-live-reload): Ignore poll when game has not yet
started.
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* sly/game.scm (game-start-hook, game-started?): New variables.
(run-game-loop): Run game-start-hook before loop starts.
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