aboutsummaryrefslogtreecommitdiff
path: root/README.md
diff options
context:
space:
mode:
authorGene Pasquet <dev@etenil.net>2026-04-20 13:47:18 +0100
committerGene Pasquet <dev@etenil.net>2026-04-20 13:47:18 +0100
commit30033ae20d569c51b4481855f0407cbf1f03c65f (patch)
tree331493d960e8d30b1ae85cf2945001b4086695ca /README.md
parent71bb4e8744e733477b9584443adbe8f920458be1 (diff)
Documentation improvements1.0.0rc1
Diffstat (limited to 'README.md')
-rw-r--r--README.md136
1 files changed, 136 insertions, 0 deletions
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..917c4ff
--- /dev/null
+++ b/README.md
@@ -0,0 +1,136 @@
+# Downstroke
+
+A 2D tile-driven game engine for Chicken Scheme, built on SDL2. Targets old-school platformer and arcade games — NES-style and beyond. The API is inspired by Phaser 2: one call to start, lifecycle hooks to fill in. A minimal game is ~20 lines of Scheme.
+
+ (define my-game
+ (make-game
+ title: "My Game" width: 320 height: 240
+ preload: (lambda (game) ...) ; load assets
+ create: (lambda (game) ...) ; set up scene
+ update: (lambda (game dt) ...))) ; per-frame logic (physics runs first)
+
+ (game-run! my-game)
+
+
+## Features
+
+- Tweens with easing helpers
+- Tile-based physics: gravity, velocity, AABB collision against TMX tilemaps
+- Built-in update pipeline (before your `update:` hook): tweens → acceleration → gravity → velocity → tile collisions → ground detection → entity collisions → group sync → animation; input is polled each frame and available to hooks and your own logic
+- Entities as association lists (alists) — purely functional, no classes; prefab data is often written as plists and converted when loaded
+- Data-driven prefab/mixin system for composing entity types
+- Configurable input: keyboard, joystick, and controller
+- Asset registry with `preload:` lifecycle hook
+- Scene and camera management
+- Sprite animation with frame/tick tracking
+- SDL2<sub>mixer</sub> audio via a thin FFI binding
+
+
+## Status
+
+The engine lives in this repository as modular Chicken units, with demos, docs, and an egg spec (`downstroke.egg`). It still powers [macroknight](https://genepasquet.itch.io/macroknight) (Spring Lisp Game Jam 2025). The tree is at release candidate `1.0.0rc1` (`VERSION` in the `Makefile`, same string in the egg and the list below). Macroknight is not yet switched to depend on the published egg — that remains the final validation step.
+
+**Milestones:**
+
+- [DONE] **1–10** — Core refactoring and API stabilization
+ - 1: Zero-risk module extraction
+ - 2: Configurable input system
+ - 3: Data-driven entity rendering
+ - 4: Renderer abstraction
+ - 5: Asset preloading
+ - 6: Scene loading via `create:` hook
+ - 7: `make-game` / `game-run!` API
+ - 8: Camera follow
+ - 9: Named scene states
+ - 10: Tag-based entity lookup
+- [rc] **11** — Package as Chicken egg (v1.0.0rc1)
+- [pending] **12** — Macroknight ported to use the egg
+
+Milestones 1–6 were pure refactoring. Milestone 7 was the API pivot (`make-game`, `game-run!`, pipeline). Milestones 11–12 are packaging and proving the egg against macroknight. Finer-grained planning may live outside this repo (for example in `downstroke.org` or macroknight's historical `TODO-engine.org`).
+
+
+## Dependencies
+
+System libraries: `SDL2`, `SDL2_image`, `SDL2_mixer`, `SDL2_ttf`
+
+Chicken eggs (mirrors `downstroke.egg`; install what you do not already have):
+
+ chicken-install sdl2 sdl2-image sdl2-ttf expat matchable defstruct list-utils \
+ srfi-1 srfi-13 srfi-69 srfi-197 simple-logger
+
+From a git checkout, run tests with the `test` egg (`make test` runs `csi -s` on each suite).
+
+Games that ship their own FSM logic (for example with the `states` egg) declare that egg themselves; Downstroke does not depend on it.
+
+
+## Building
+
+ make # compile all modules to bin/
+ make test # run unit tests (=test= egg)
+ make demos # build demo games (verifies they compile)
+ make clean # remove bin/
+
+Single test module (from repo root; space after each `-I` is required by `csi`):
+
+ csi -I "$(pwd)" -I "$(pwd)/bin" -s tests/physics-test.scm
+
+The canonical version string is `VERSION` at the top of the `Makefile`; it must match `((version "…")` in `downstroke.egg` and the `v…` marker in the milestone table. Bump all three with `make bump-version NEW=1.2.3` (POSIX `sed`; `NEW` must not contain `&`, backslash, or `#`).
+
+
+## Architecture
+
+Modules live at the project root. Each compiles as a Chicken unit (`csc -c -J -unit`). Compile order follows the dependency graph:
+
+ entity → tween → tilemap → world → input → physics → renderer → assets → animation → engine → mixer → sound → prefabs → scene-loader
+
+**Modules:**
+
+- `entity` — Alist accessors: `entity-ref`, `entity-set`
+- `tilemap` — TMX/TSX parsing (expat), tileset loading
+- `world` — Scene struct, entity list ops, camera
+- `physics` — Gravity, velocity, AABB tile + entity collisions
+- `input` — SDL2 events → action mapping, configurable binds
+- `animation` — Frame/tick tracking, sprite ID mapping
+- `prefabs` — Mixin composition, entity instantiation
+- `renderer` — `draw-sprite`, `draw-tilemap-layer`, `draw-text`
+- `assets` — Asset registry for the `preload:` hook
+- `scene-loader` — `game-load-scene!`, `instantiate-prefab`
+- `mixer` — SDL<sub>mixer</sub> FFI (no Scheme deps)
+- `sound` — Sound registry, music playback
+- `engine` — `make-game`, `game-run!`, lifecycle orchestration
+
+Entities are alists at runtime — no classes, purely functional:
+
+ '((#:type . player) (#:x . 100) (#:y . 200) (#:width . 16) (#:height . 16)
+ (#:vx . 0) (#:vy . 0) (#:gravity? . #t) (#:on-ground? . #f)
+ (#:tile-id . 29) (#:tags . (player))
+ (#:anim-name . walk)
+ (#:animations . (((#:name . walk) (#:frames . (27 28)) (#:duration . 10))
+ ((#:name . idle) (#:frames . (28)) (#:duration . 10)))))
+
+Entity types are composed from mixins declared in a data file:
+
+ (mixins
+ (physics-body #:vx 0 #:vy 0 #:gravity? #t #:on-ground? #f)
+ (has-facing #:facing 1))
+
+ (prefabs
+ (player physics-body has-facing #:type player #:tile-id 29))
+
+
+## LLM (AI) disclosure
+
+Some engine code was written or refactored with an LLM (aka AI) prior
+to the initial release. I don't intend to keep using AI for engine
+code after that.
+
+The `docs/` tree is LLM-generated, and that is expected to continue.
+
+
+## Credits
+
+Engine extracted from [macroknight](https://genepasquet.itch.io/macroknight) (Spring Lisp Game Jam 2025).
+
+- Code: Gene Pasquet
+- Demo Levels: Owen Pasquet
+- Demo Art: [Kenney](https://kenney.nl) (1-bit pack)