;;; guile-2d ;;; Copyright (C) 2013 David Thompson ;;; ;;; Guile-2d is free software: you can redistribute it and/or modify it ;;; under the terms of the GNU Lesser General Public License as ;;; published by the Free Software Foundation, either version 3 of the ;;; License, or (at your option) any later version. ;;; ;;; Guile-2d is distributed in the hope that it will be useful, but ;;; WITHOUT ANY WARRANTY; without even the implied warranty of ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ;;; Lesser General Public License for more details. ;;; ;;; You should have received a copy of the GNU Lesser General Public ;;; License along with this program. If not, see ;;; . ;;; Commentary: ;; ;; Game data structure. ;; ;;; Code: (define-module (2d game) #:use-module (srfi srfi-2) #:use-module (srfi srfi-9) #:use-module ((sdl sdl) #:prefix SDL:) #:use-module (figl gl) #:use-module (2d agenda) #:use-module (2d coroutine) #:use-module (2d game) #:use-module (2d mvars) #:use-module (2d repl server) #:use-module (2d repl repl) #:use-module (2d signals) #:use-module (2d vector2) #:use-module (2d window) #:export ( make-game game? game-title game-resolution game-fullscreen? current-fps run-game quit-game pause-game resume-game game-running? game-paused?)) ;;; ;;; Games ;;; (define-record-type (%make-game title resolution fullscreen? draw) game? (title game-title) (resolution game-resolution) (fullscreen? game-fullscreen?) (draw game-draw)) (define (default-draw) #f) (define* (make-game #:optional #:key (title "A Guile-2D Game") (resolution (vector2 640 480)) (fullscreen? #f) (draw default-draw)) "Return a new game. All game properties have some reasonable default value." (%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." (open-window (game-title game) (game-resolution game) (game-fullscreen? game)) (set! running? #t) (resume-game) (spawn-server) (game-loop game (SDL:get-ticks) 0) (close-window)) ;;; ;;; Game Loop ;;; (define running? #f) (define paused? #f) (define (update-and-render game dt accumulator) (let ((remainder (update accumulator))) (run-repl) (draw game dt) remainder)) (define (tick game dt accumulator) "Advance the game by one frame." (if paused? (begin (run-repl) (SDL:delay tick-interval) accumulator) (catch #t (lambda () (update-and-render game dt accumulator)) (lambda (key . args) (pause-game) accumulator) (lambda (key . args) (display-backtrace (make-stack #t) (current-output-port)))))) (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." (when running? (let* ((current-time (SDL:get-ticks)) (dt (- current-time last-time)) (accumulator (+ accumulator dt))) (game-loop game current-time (tick game dt accumulator))))) (define (game-running?) running?) (define (game-paused?) paused?) (define (pause-game) "Pauses the game loop. Useful when developing." (set! paused? #t)) (define (resume-game) "Resumes the game loop." (set! paused? #f)) (define (quit-game) "Finish the current frame and terminate the game loop." (set! running? #f)) ;;; ;;; Constants ;;; (define target-fps 60) (define tick-interval (floor (/ 1000 target-fps))) ;;; ;;; Event Handling ;;; ;; 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))))) (define handle-events (let ((e (SDL:make-event))) (lambda () "Handle all events in the SDL event queue." (while (SDL:poll-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) #f) ((video-resize) (signal-set! window-size (vector2 (SDL:event:resize:w e) (SDL:event:resize:h e)))) ((quit) (quit-game)) ((key-down) (signal-set! key-down (SDL:event:key:keysym:sym e))) ((key-up) (signal-set! key-up (SDL:event:key:keysym:sym e))) ((mouse-motion) (signal-set! mouse-position (vector2 (SDL:event:motion:x e) (SDL:event:motion:y e)))) ((mouse-button-down) (signal-set! mouse-down (list (SDL:event:button:button e) (SDL:event:button:x e) (SDL:event:button:y e)))) ((mouse-button-up) (signal-set! mouse-up (list (SDL:event:button:button e) (SDL:event:button:x e) (SDL:event:button:y e)))))) ;;; ;;; Frames Per Second ;;; (define game-fps 0) (define accumulate-fps! (let* ((elapsed-time 0) (fps 0)) (lambda (dt) "Increment the frames-per-second counter. Resets to 0 every second." (let ((new-time (+ elapsed-time dt)) (new-fps (1+ fps))) (if (>= new-time 1000) (begin (set! game-fps new-fps) (set! fps 0) (set! elapsed-time 0)) (begin (set! fps new-fps) (set! elapsed-time new-time))))))) (define (current-fps) "Return the current FPS value." game-fps) ;;; ;;; Update and Draw ;;; (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-game game) (SDL:gl-swap-buffers) (accumulate-fps! dt)) (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) (update-agenda) ;; (update-stage stage) (update (- accumulator tick-interval))) accumulator)) ;;; ;;; REPL ;;; (define (run-repl-thunk thunk input output error stack) "Run THUNK with the given REPL STACK. I/O is redirected to the given INPUT, OUTPUT, and ERROR ports." (put-mvar repl-output-mvar (with-input-from-port input (lambda () (with-output-to-port output (lambda () (with-error-to-port error (lambda () (with-fluids ((*repl-stack* stack)) (thunk)))))))))) (define (run-repl) "Execute a thunk from the REPL is there is one." (unless (mvar-empty? repl-input-mvar) (and-let* ((vals (try-take-mvar repl-input-mvar))) (apply run-repl-thunk vals))))