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authorGene Pasquet <dev@etenil.net>2026-04-18 05:49:34 +0100
committerGene Pasquet <dev@etenil.net>2026-04-18 05:49:34 +0100
commitc2085be2dd2a0cb3da05991847e35080915e547e (patch)
treee89a0f3c347b3106b15b69b09dcf29f93a7ef627 /docs/entities.org
parent38eee24832fe6da4f135cae455881ab97953b23a (diff)
rename modules
Diffstat (limited to 'docs/entities.org')
-rw-r--r--docs/entities.org14
1 files changed, 7 insertions, 7 deletions
diff --git a/docs/entities.org b/docs/entities.org
index 94e572c..2e97782 100644
--- a/docs/entities.org
+++ b/docs/entities.org
@@ -9,9 +9,9 @@ are no classes, no inheritance, no hidden state. You build entities
either by hand as a plist and converting with =plist->alist=, or from a
*prefab* data file that composes named mixins with inline fields.
-The module that owns this vocabulary is =downstroke-entity= (all the
+The module that owns this vocabulary is =(downstroke entity)= (all the
=entity-*= procedures and the =define-pipeline= macro). The companion
-module =downstroke-prefabs= loads prefab data files and instantiates
+module =(downstroke prefabs)= loads prefab data files and instantiates
them. Most games will touch both.
* The minimum you need
@@ -21,7 +21,7 @@ From the getting-started demo (=demo/getting-started.scm=):
#+begin_src scheme
(import (only (list-utils alist) plist->alist)
- downstroke-entity)
+ (downstroke entity))
(define (make-player)
(plist->alist
@@ -144,7 +144,7 @@ Because everything is immutable, update chains are usually written as
** Prefabs and mixins
Hand-writing a long plist for every enemy gets old fast. The
-=downstroke-prefabs= module loads a data file that declares reusable
+=(downstroke prefabs)= module loads a data file that declares reusable
*mixins* (named bundles of keys) and *prefabs* (named entities built
by combining mixins and inline overrides).
@@ -205,7 +205,7 @@ Load a prefab file once at =create:= time, then instantiate as many
entities as you need:
#+begin_src scheme
-(import downstroke-prefabs)
+(import (downstroke prefabs))
(define registry
(load-prefabs "demo/assets/animation-prefabs.scm"
@@ -253,7 +253,7 @@ The predicate is =entity-skips-pipeline?=:
#+end_src
Every built-in step is defined with the =define-pipeline= macro
-(=downstroke-entity=), which wraps the body in the skip check. The
+(=(downstroke entity)=), which wraps the body in the skip check. The
macro has two shapes:
#+begin_src scheme
@@ -363,7 +363,7 @@ reach for =define-pipeline= instead of writing a plain function. A
minimal example:
#+begin_src scheme
-(import downstroke-entity)
+(import (downstroke entity))
;; A decay step. Users can skip it with #:skip-pipelines '(decay).
(define-pipeline (apply-decay decay) (scene entity dt)