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| author | Gene Pasquet <dev@etenil.net> | 2026-04-18 05:49:34 +0100 |
|---|---|---|
| committer | Gene Pasquet <dev@etenil.net> | 2026-04-18 05:49:34 +0100 |
| commit | c2085be2dd2a0cb3da05991847e35080915e547e (patch) | |
| tree | e89a0f3c347b3106b15b69b09dcf29f93a7ef627 /docs/scenes.org | |
| parent | 38eee24832fe6da4f135cae455881ab97953b23a (diff) | |
rename modules
Diffstat (limited to 'docs/scenes.org')
| -rw-r--r-- | docs/scenes.org | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/docs/scenes.org b/docs/scenes.org index da62291..87b9256 100644 --- a/docs/scenes.org +++ b/docs/scenes.org @@ -15,10 +15,10 @@ The smallest scene is a sprite-only one with a single entity, built inside the ~ (import scheme (chicken base) (only (list-utils alist) plist->alist) - downstroke-engine - downstroke-world - downstroke-entity - downstroke-scene-loader) + (downstroke engine) + (downstroke world) + (downstroke entity) + (downstroke scene-loader)) (define (make-player) (plist->alist @@ -43,7 +43,7 @@ That is all that is required to put a blue square on a dark background. ~make-sp ** The scene record -~scene~ is a record type defined with ~defstruct~ in ~downstroke-world~. Its fields map one-to-one onto the things the engine needs to know about the current frame: +~scene~ is a record type defined with ~defstruct~ in ~(downstroke world)~. Its fields map one-to-one onto the things the engine needs to know about the current frame: | Field | Type | Purpose | |-------------------+--------------------------------+--------------------------------------------------------------------------------------------------| @@ -101,7 +101,7 @@ This is the form the ~shmup~ and ~scaling~ demos use to turn off the physics pip *** ~make-sprite-scene~ — convenient sprite-only scenes -~make-sprite-scene~ lives in ~downstroke-scene-loader~ and wraps ~make-scene~ with sensible defaults for sprite-only games: +~make-sprite-scene~ lives in ~(downstroke scene-loader)~ and wraps ~make-scene~ with sensible defaults for sprite-only games: #+begin_src scheme (make-sprite-scene @@ -175,7 +175,7 @@ This pattern — load once in ~preload:~ (or early in ~create:~), retrieve many ** Manipulating scene entities -All scene transformers in ~downstroke-world~ are /functional/: they take a scene and return a new one. Nothing is mutated; the idiomatic pattern inside an ~update:~ hook is always +All scene transformers in ~(downstroke world)~ are /functional/: they take a scene and return a new one. Nothing is mutated; the idiomatic pattern inside an ~update:~ hook is always #+begin_src scheme (game-scene-set! game (<transformer> (game-scene game) ...)) @@ -197,7 +197,7 @@ or, when composing multiple transformations, a ~chain~ form from ~srfi-197~. ~(scene-map-entities scene proc ...)~ applies each ~proc~ in sequence to every entity in the scene. Each ~proc~ has the signature ~(lambda (scene entity) ...) → entity~ — it receives the /current/ scene (read-only, snapshot at the start of the call) and one entity, and must return a replacement entity. Multiple procs are applied like successive ~map~ passes, in argument order. -This is the workhorse of the physics pipeline; see ~default-engine-update~ in ~downstroke-engine~ for how it is chained to apply acceleration, gravity, velocity, and so on. In game code you use it for per-entity updates that do not need to see each other: +This is the workhorse of the physics pipeline; see ~default-engine-update~ in ~(downstroke engine)~ for how it is chained to apply acceleration, gravity, velocity, and so on. In game code you use it for per-entity updates that do not need to see each other: #+begin_src scheme (scene-map-entities scene |
