From 09c26c42800fa9a3d0da94401e649dc7b5265bd9 Mon Sep 17 00:00:00 2001 From: David Thompson Date: Sat, 30 Nov 2013 10:34:14 -0500 Subject: Remove stage stuff from game module and use signals. Moving my work to another machine so this commit is ugly. --- 2d/game.scm | 145 +++++++++++++++++++++++++++++---------------------------- 2d/signals.scm | 36 +++++++------- 2 files changed, 92 insertions(+), 89 deletions(-) diff --git a/2d/game.scm b/2d/game.scm index aa19e44..b59ddee 100644 --- a/2d/game.scm +++ b/2d/game.scm @@ -32,8 +32,7 @@ #:use-module (2d mvars) #:use-module (2d repl server) #:use-module (2d repl repl) - #:use-module (2d scene) - #:use-module (2d stage) + #:use-module (2d signals) #:use-module (2d vector2) #:use-module (2d window) #:export ( @@ -42,7 +41,6 @@ game-title game-resolution game-fullscreen? - game-first-scene current-fps run-game quit-game @@ -56,21 +54,27 @@ ;;; (define-record-type - (%make-game title resolution fullscreen? first-scene) + (%make-game title resolution fullscreen? draw) game? (title game-title) (resolution game-resolution) (fullscreen? game-fullscreen?) - (first-scene game-first-scene)) + (draw game-draw)) + +(define (default-draw) + #f) (define* (make-game #:optional #:key (title "A Guile-2D Game") (resolution (vector2 640 480)) (fullscreen? #f) - (first-scene #f)) + (draw default-draw)) "Return a new game. All game properties have some reasonable default value." - (%make-game title resolution fullscreen? first-scene)) + (%make-game title resolution fullscreen? draw)) + +(define (draw-game game) + ((game-draw game))) (define (run-game game) "Open a window and start the game loop for GAME." @@ -79,9 +83,8 @@ value." (game-fullscreen? game)) (set! running? #t) (resume-game) - (push-scene (game-first-scene game)) (spawn-server) - (game-loop (SDL:get-ticks) 0) + (game-loop game (SDL:get-ticks) 0) (close-window)) ;;; @@ -91,13 +94,13 @@ value." (define running? #f) (define paused? #f) -(define (update-and-render stage dt accumulator) - (let ((remainder (update stage accumulator))) +(define (update-and-render game dt accumulator) + (let ((remainder (update accumulator))) (run-repl) - (render stage dt) + (draw game dt) remainder)) -(define (tick dt accumulator) +(define (tick game dt accumulator) "Advance the game by one frame." (if paused? (begin @@ -106,10 +109,7 @@ value." accumulator) (catch #t (lambda () - (let ((stage (current-stage))) - (if stage - (update-and-render stage dt accumulator) - (quit-game)))) + (update-and-render game dt accumulator)) (lambda (key . args) (pause-game) accumulator) @@ -117,7 +117,7 @@ value." (display-backtrace (make-stack #t) (current-output-port)))))) -(define (game-loop last-time accumulator) +(define (game-loop game last-time accumulator) "Update game state, and render. LAST-TIME is the time in milliseconds of the last iteration of the loop. ACCUMULATOR is the time in milliseconds that has passed since the last game update." @@ -125,13 +125,13 @@ time in milliseconds that has passed since the last game update." (let* ((current-time (SDL:get-ticks)) (dt (- current-time last-time)) (accumulator (+ accumulator dt))) - (game-loop current-time (tick dt accumulator))))) + (game-loop game current-time (tick game dt accumulator))))) (define (game-running?) - (running?)) + running?) (define (game-paused?) - (paused?)) + paused?) (define (pause-game) "Pauses the game loop. Useful when developing." @@ -158,63 +158,66 @@ time in milliseconds that has passed since the last game update." ;; By default, pressing the escape key will pop the current scene, and ;; closing the window will quit the game. -(default-events `((key-down . ,(lambda (state key mod unicode) - (when (eq? key 'escape) - (pop-scene)))) - (quit . ,(lambda (state) - (quit-game))))) +;; (default-events `((key-down . ,(lambda (state key mod unicode) +;; (when (eq? key 'escape) +;; (pop-scene)))) +;; (quit . ,(lambda (state) +;; (quit-game))))) (define handle-events (let ((e (SDL:make-event))) - (lambda (stage) + (lambda () "Handle all events in the SDL event queue." (while (SDL:poll-event e) - (handle-event stage e))))) - -(define (handle-event stage e) - "Call the relevant callbacks for the event, E." + (handle-event e))))) + +(define-public window-size (signal-identity (vector2 0 0))) +(define-public key-down (signal-identity)) +(define-public key-up (signal-identity)) +(define-public mouse-position (signal-identity (vector2 0 0))) +(define-public mouse-down (signal-identity)) +(define-public mouse-up (signal-identity)) + +(define-public (key-is-down key) + (make-signal (lambda (value prev from) + (cond ((and (eq? from key-down) + (eq? value key)) + #t) + ((and (eq? from key-up) + (eq? value key)) + #f) + (else + prev))) + #:connectors (list key-down key-up))) + +(define (handle-event e) + "Call the relevant callbacks for the event E." (case (SDL:event:type e) ((active) - (stage-trigger stage 'active)) + #f) ((video-resize) - (stage-trigger stage - 'resize - (SDL:event:resize:w e) - (SDL:event:resize:h e))) + (signal-set! window-size (vector2 (SDL:event:resize:w e) + (SDL:event:resize:h e)))) ((quit) - (stage-trigger stage 'quit)) + (quit-game)) ((key-down) - (stage-trigger stage - 'key-down - (SDL:event:key:keysym:sym e) - (SDL:event:key:keysym:mod e) - (SDL:event:key:keysym:unicode e))) + (signal-set! key-down (SDL:event:key:keysym:sym e))) ((key-up) - (stage-trigger stage - 'key-up - (SDL:event:key:keysym:sym e) - (SDL:event:key:keysym:mod e) - (SDL:event:key:keysym:unicode e))) + (signal-set! key-up (SDL:event:key:keysym:sym e))) ((mouse-motion) - (stage-trigger stage - 'mouse-motion - (SDL:event:motion:state e) - (SDL:event:motion:x e) - (SDL:event:motion:y e) - (SDL:event:motion:xrel e) - (SDL:event:motion:yrel e))) + (signal-set! mouse-position + (vector2 (SDL:event:motion:x e) + (SDL:event:motion:y e)))) ((mouse-button-down) - (stage-trigger stage - 'mouse-press - (SDL:event:button:button e) - (SDL:event:button:x e) - (SDL:event:button:y e))) + (signal-set! mouse-down + (list (SDL:event:button:button e) + (SDL:event:button:x e) + (SDL:event:button:y e)))) ((mouse-button-up) - (stage-trigger stage - 'mouse-click - (SDL:event:button:button e) - (SDL:event:button:x e) - (SDL:event:button:y e))))) + (signal-set! mouse-up + (list (SDL:event:button:button e) + (SDL:event:button:x e) + (SDL:event:button:y e)))))) ;;; ;;; Frames Per Second @@ -244,28 +247,28 @@ second." game-fps) ;;; -;;; Update and Render +;;; Update and Draw ;;; -(define (render stage dt) +(define (draw game dt) "Render a frame." (set-gl-matrix-mode (matrix-mode modelview)) (gl-load-identity) (gl-clear (clear-buffer-mask color-buffer depth-buffer)) - (draw-stage stage) + (draw-game game) (SDL:gl-swap-buffers) (accumulate-fps! dt)) -(define (update stage accumulator) +(define (update accumulator) "Call the update callback. The update callback will be called as many times as `tick-interval` can divide ACCUMULATOR. The return value is the unused accumulator time." (if (>= accumulator tick-interval) (begin - (handle-events stage) + (handle-events) (update-agenda) - (update-stage stage) - (update stage (- accumulator tick-interval))) + ;; (update-stage stage) + (update (- accumulator tick-interval))) accumulator)) ;;; diff --git a/2d/signals.scm b/2d/signals.scm index c55c0ba..4a455c2 100644 --- a/2d/signals.scm +++ b/2d/signals.scm @@ -72,9 +72,9 @@ signals in the list CONNECTORS." (for-each (cut signal-connect! <> signal) connectors) signal)) -(define (%signal-transform signal value) +(define (%signal-transform signal value from) "Call the transform procedure for SIGNAL with VALUE." - ((signal-transformer signal) value (signal-ref signal))) + ((signal-transformer signal) value (signal-ref signal) from)) (define (signal-connect! signal listener) "Attach LISTENER to SIGNAL. When the value of SIGNAL changes, the @@ -94,12 +94,12 @@ value will be propagated to LISTENER." "Detach all listeners from SIGNAL." (%set-signal-listeners! signal '())) -(define (signal-set! signal value) - "Modify SIGNAL to store VALUE and propagate VALUE to all listening -signals." - (let ((value (%signal-transform signal value))) +(define* (signal-set! signal value #:optional (from #f)) + "Receive new VALUE for SIGNAL from the connected signal FROM and +propagate VALUE to all listening signals. " + (let ((value (%signal-transform signal value from))) (%signal-set! signal value) - (for-each (cut signal-set! <> value) + (for-each (cut signal-set! <> value signal) (signal-listeners signal)))) ;;; @@ -109,13 +109,13 @@ signals." (define* (signal-identity #:optional (init #f)) "Create a new signal with initial value INIT whose transformer procedure returns values unchanged." - (make-signal (lambda (value old-value) + (make-signal (lambda (value prev from) value) #:init init)) (define (signal-constant constant) "Create a new signal with a value CONSTANT that cannot be changed." - (make-signal (lambda (value old-value signal) + (make-signal (lambda (value prev from) constant) #:init constant)) @@ -123,14 +123,14 @@ returns values unchanged." (define (signal-lift transformer signal) "Create a new signal that lifts the procedure TRANSFORMER of arity 1 onto SIGNAL." - (make-signal (lambda (value old-value) + (make-signal (lambda (value prev from) (transformer value)) #:connectors (list signal))) (define (signal-lift2 transformer signal1 signal2) "Create a new signal that lifts the procedure TRANSFORMER of arity 2 onto SIGNAL1 and SIGNAL2." - (make-signal (lambda (value old-value) + (make-signal (lambda (value prev from) (transformer (signal-ref signal1) (signal-ref signal2))) #:connectors (list signal1 signal2))) @@ -139,29 +139,29 @@ onto SIGNAL1 and SIGNAL2." "Create a new signal that merges SIGNAL1 and SIGNAL2 into one. The value of the new signal is the value of the most recently changed parent signal." - (make-signal (lambda (value old-value) + (make-signal (lambda (value prev from) value) #:connectors (list signal1 signal2))) (define (signal-combine . signals) "Create a new signal that combines the values of SIGNALS into a list." - (make-signal (lambda (value old-value) + (make-signal (lambda (value prev from) (map signal-ref signals)) #:connectors signals)) (define (signal-count signal) "Create a new signal that increments a counter every time the value of SIGNAL changes." - (make-signal (lambda (value old-value) - (1+ old-value)) + (make-signal (lambda (value prev from) + (1+ prev)) #:connectors (list signal))) (define (signal-if predicate consequent alternate) "Create a new signal that emits the value of the signal CONSEQUENT when the value of the signal PREDICATE is true and the value of the signal ALTERNATE otherwise." - (make-signal (lambda (value old-value) + (make-signal (lambda (value prev from) (if (signal-ref predicate) (signal-ref consequent) (signal-ref alternate))) @@ -172,7 +172,7 @@ signal ALTERNATE otherwise." (define (signal-and . signals) "Create a new signal that performs a logical AND operation on the values of SIGNALS." - (make-signal (lambda (value old-value) + (make-signal (lambda (value prev from) (let loop ((signals signals) (prev #t)) (cond ((null? signals) @@ -186,7 +186,7 @@ values of SIGNALS." (define (signal-or . signals) "Create a new signal that performs a logicla OR operation the values of SIGNALS." - (make-signal (lambda (value old-value) + (make-signal (lambda (value prev from) (let loop ((signals signals)) (cond ((null? signals) #f) -- cgit v1.2.3