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;;; guile-2d
;;; Copyright (C) 2013 David Thompson <dthompson2@worcester.edu>
;;;
;;; 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
;;; <http://www.gnu.org/licenses/>.
;;; Commentary:
;;
;; Game loop.
;;
;;; Code:
(define-module (2d game-loop)
#:use-module (ice-9 match)
#:use-module (srfi srfi-2)
#:use-module (srfi srfi-11)
#:use-module ((sdl sdl) #:prefix SDL:)
#:use-module (figl gl)
#:use-module (2d agenda)
#:use-module (2d coroutine)
#:use-module (2d private game)
#:use-module (2d repl server)
#:use-module (2d repl repl)
#:use-module (2d mvars)
#:use-module (2d window)
#:export (current-fps
push-scene
replace-scene
pop-scene
run-game
quit-game
pause-game
resume-game
game-running?
game-paused?))
;;;
;;; Constants
;;;
(define target-fps 60)
(define tick-interval (floor (/ 1000 target-fps)))
;;;
;;; Mutable state
;;;
(define game-fps 0)
;;;
;;; Event Handling
;;;
(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 (handle-event e)
"Call the relevant callbacks for the event, E."
(case (SDL:event:type e)
((active)
(scene-trigger current-scene 'active))
((video-resize)
(scene-trigger current-scene
'resize
(SDL:event:resize:w e)
(SDL:event:resize:h e)))
((quit)
(scene-trigger current-scene 'quit))
((key-down)
(scene-trigger current-scene
'key-down
(SDL:event:key:keysym:sym e)
(SDL:event:key:keysym:mod e)
(SDL:event:key:keysym:unicode e)))
((key-up)
(scene-trigger current-scene
'key-up
(SDL:event:key:keysym:sym e)
(SDL:event:key:keysym:mod e)
(SDL:event:key:keysym:unicode e)))
((mouse-motion)
(scene-trigger current-scene
'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)))
((mouse-button-down)
(scene-trigger current-scene
'mouse-press
(SDL:event:button:button e)
(SDL:event:button:x e)
(SDL:event:button:y e)))
((mouse-button-up)
(scene-trigger current-scene
'mouse-click
(SDL:event:button:button e)
(SDL:event:button:x e)
(SDL:event:button:y e)))))
;;;
;;; Frames Per Second
;;;
(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 Render
;;;
(define (render dt)
"Render a frame."
(set-gl-matrix-mode (matrix-mode modelview))
(gl-load-identity)
(gl-clear (clear-buffer-mask color-buffer depth-buffer))
(draw-scene current-scene)
(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-scene current-scene)
(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))))
;;;
;;; Scene management
;;;
(define scenes '())
(define current-scene #f)
(define next-scene #f)
(define (push-scene scene)
"Pause the current scene and start SCENE upon next game tick."
(set! scenes (cons scene scenes))
(set! next-scene scene))
(define (replace-scene scene)
(set! scenes (cons scene (cdr scenes)))
(set! next-scene scene))
(define (pop-scene)
"Exit the current scene and resume the previous scene. If there is
no previous scene, the game loop will terminate."
(if (null? scenes)
(quit-game)
(begin
(set! next-scene (car scenes))
(set! scenes (cdr scenes)))))
(define (switch-scenes-maybe)
"Switch scenes if the current scene is not the scene at the top of
the stack."
(when next-scene
(scene-trigger current-scene 'stop)
(set-current-scene next-scene)
(set! next-scene #f)))
(define (set-current-scene scene)
(scene-trigger scene 'start)
(set! current-scene scene))
(define (set-initial-scene scene)
(set! scenes (list scene))
(set-current-scene scene))
;;;
;;; Game Loop
;;;
(define running? #f)
(define paused? #f)
(define (game-loop 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))
(remainder (update (+ accumulator dt))))
(run-repl)
(render dt)
(switch-scenes-maybe)
(game-loop current-time
remainder))))
(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)
(set-initial-scene ((game-first-scene game)))
(spawn-server)
(game-loop (SDL:get-ticks) 0)
(close-window))
(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))
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