summaryrefslogtreecommitdiff
path: root/2d/game.scm
blob: 72980fda3dd6377dfb06922a2104cfde02c16510 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
;;; 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 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)
  #:export (run-game
            quit-game
            pause-game
            resume-game
            game-running?
            game-paused?
            window-size
            key-last-pressed
            key-down?
            mouse-position
            mouse-down?
            current-fps))

;;;
;;; Game Loop
;;;

(define (default-draw)
  #f)

(define (default-update)
  #f)

;; Possible states are:
;; * stopped
;; * running
;; * paused
(define %state 'stopped)
(define %draw #f)
(define %update #f)
;; TODO: Make this configurable
(define ticks-per-second 60)
(define tick-interval (floor (/ 1000 ticks-per-second)))

(define* (run-game #:optional #:key
                   (draw default-draw)
                   (update default-update))
  "Start the game loop."
  (set! %state 'running)
  (set! %draw draw)
  (set! %update update)
  (resume-game)
  (spawn-server)
  (game-loop (SDL:get-ticks) 0))

(define (draw dt)
  "Render a frame."
  (set-gl-matrix-mode (matrix-mode modelview))
  (gl-load-identity)
  (gl-clear (clear-buffer-mask color-buffer depth-buffer))
  (%draw)
  (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)
        (update (- accumulator tick-interval)))
      accumulator))

(define (update-and-render dt accumulator)
  (let ((remainder (update accumulator)))
    (run-repl)
    (draw dt)
    remainder))

(define (tick dt accumulator)
  "Advance the game by one frame."
  (if (game-paused?)
      (begin
        (run-repl)
        (SDL:delay tick-interval)
        accumulator)
      (catch #t
        (lambda ()
          (update-and-render dt accumulator))
        (lambda (key . args)
          (pause-game)
          accumulator)
        (lambda (key . args)
          (display-backtrace (make-stack #t)
                             (current-output-port))))))

(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 (game-running?)
    (let* ((current-time (SDL:get-ticks))
           (dt (- current-time last-time))
           (accumulator (+ accumulator dt)))
      (game-loop current-time (tick dt accumulator)))))

;;;
;;; State management
;;;

(define (game-running?)
  (or (eq? %state 'running)
      (eq? %state 'paused)))

(define (game-paused?)
  (eq? %state 'paused))

(define (pause-game)
  "Pauses the game loop. Useful when developing."
  (set! %state 'paused))

(define (resume-game)
  "Resumes the game loop."
  (when (game-paused?)
    (set! %state 'running)))

(define (quit-game)
  "Finish the current frame and terminate the game loop."
  (set! %state 'stopped))

;;;
;;; 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)))))

;; Keyboard and mouse signals.
(define window-size (signal-identity (vector2 0 0)))
(define key-last-pressed (signal-identity))
(define mouse-position (signal-identity (vector2 0 0)))
(define key-signals (make-hash-table))
(define mouse-signals (make-hash-table))

(define (signal-hash-ref hash key)
  (let ((signal (hashq-ref hash key)))
    (if (signal? signal)
        signal
        (let ((signal (signal-identity)))
          (hashq-set! hash key signal)
          signal))))

(define (signal-hash-set! hash key value)
  (signal-set! (signal-hash-ref hash key) value))

(define (key-down? key)
  "Return a signal for KEY."
  (signal-hash-ref key-signals key))

(define (mouse-down? button)
  "Return a signal for BUTTON."
  (signal-hash-ref mouse-signals button))

(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)
     (let ((key (SDL:event:key:keysym:sym e)))
       (signal-hash-set! key-signals key #t)
       (signal-set! key-last-pressed key)))
    ((key-up)
     (signal-hash-set! key-signals (SDL:event:key:keysym:sym e) #f))
    ((mouse-motion)
     (signal-set! mouse-position
                  (vector2 (SDL:event:motion:x e)
                           (SDL:event:motion:y e))))
    ((mouse-button-down)
     (signal-hash-set! mouse-signals (SDL:event:button:button e) #t))
    ((mouse-button-up)
     (signal-hash-set! mouse-signals (SDL:event:button:button e) #f))))

;;;
;;; 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)

;;;
;;; 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))))