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authorGene Pasquet <dev@etenil.net>2026-04-05 19:47:05 +0100
committerGene Pasquet <dev@etenil.net>2026-04-05 19:47:05 +0100
commit027053b11a3a5d861ed2fa2db245388bd95ac246 (patch)
tree84dfd90642bb6d8eb4e0e3fa3a9d651ba29b41e8 /docs/superpowers/plans/2026-04-05-milestone-8-game-object-lifecycle.md
parent927f37639a3d5a0d881a5c8709f2cf577aadb15e (diff)
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-# Milestone 8 — Game Object and Lifecycle API
-
-> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
-
-**Goal:** Introduce `make-game` + `game-run!` as the public entry point for downstroke, backed by a minimal asset registry, and port macroknight to use them.
-
-**Architecture:** Two new modules (`assets.scm` — key/value registry; `engine.scm` — game struct, lifecycle, frame loop), plus `render-scene!` added to `renderer.scm`. `game-run!` owns SDL2 init, window/renderer creation, and the frame loop; lifecycle hooks (`preload:`, `create:`, `update:`, `render:`) are user-supplied lambdas.
-
-**Tech Stack:** Chicken Scheme, SDL2 (sdl2 egg), sdl2-ttf, sdl2-image, SRFI-64 (tests), defstruct egg
-
-**Spec:** `docs/superpowers/specs/2026-04-05-milestone-8-game-object-lifecycle-design.md`
-
----
-
-## File Map
-
-| Action | File | Purpose |
-|---|---|---|
-| Create | `assets.scm` | Key→value asset registry |
-| Create | `tests/assets-test.scm` | SRFI-64 unit tests for assets.scm |
-| Modify | `renderer.scm` | Add `render-scene!` |
-| Modify | `tests/renderer-test.scm` | Add tests for `render-scene!` |
-| Create | `engine.scm` | `make-game`, `game-run!`, accessors |
-| Create | `tests/engine-test.scm` | Unit tests for make-game, accessors (SDL2 mocked) |
-| Modify | `Makefile` | Add assets + engine to build, add test targets |
-| Modify | `/home/gene/src/macroknight/game.scm` | Port to `make-game` + `game-run!` |
-
----
-
-## Task 1: `assets.scm` — minimal key/value registry
-
-**Files:**
-- Create: `assets.scm`
-- Create: `tests/assets-test.scm`
-
-### What this module does
-
-A thin wrapper around a hash table. No asset-type logic — that's Milestone 6. Three public functions:
-
-```scheme
-(make-asset-registry) ;; → hash-table
-(asset-set! registry key val) ;; → unspecified (mutates)
-(asset-ref registry key) ;; → value or #f if missing
-```
-
-- [ ] **Step 1: Write the failing tests**
-
-Create `tests/assets-test.scm`:
-
-```scheme
-(import scheme (chicken base) srfi-64)
-
-(include "assets.scm")
-(import downstroke/assets)
-
-(test-begin "assets")
-
-(test-group "make-asset-registry"
- (test-assert "returns a value"
- (make-asset-registry)))
-
-(test-group "asset-set! and asset-ref"
- (let ((reg (make-asset-registry)))
- (test-equal "missing key returns #f"
- #f
- (asset-ref reg 'missing))
-
- (asset-set! reg 'my-tilemap "data")
- (test-equal "stored value is retrievable"
- "data"
- (asset-ref reg 'my-tilemap))
-
- (asset-set! reg 'my-tilemap "updated")
- (test-equal "overwrite replaces value"
- "updated"
- (asset-ref reg 'my-tilemap))
-
- (asset-set! reg 'other 42)
- (test-equal "multiple keys coexist"
- "updated"
- (asset-ref reg 'my-tilemap))
- (test-equal "second key retrievable"
- 42
- (asset-ref reg 'other))))
-
-(test-end "assets")
-```
-
-- [ ] **Step 2: Run test to confirm it fails**
-
-```bash
-cd /home/gene/src/downstroke
-csi -s tests/assets-test.scm
-```
-
-Expected: error — `assets.scm` not found / `downstroke/assets` not defined.
-
-- [ ] **Step 3: Implement `assets.scm`**
-
-Create `assets.scm`:
-
-```scheme
-(module downstroke/assets *
-
-(import scheme
- (chicken base)
- (srfi 69))
-
-(define (make-asset-registry)
- (make-hash-table))
-
-(define (asset-set! registry key value)
- (hash-table-set! registry key value))
-
-(define (asset-ref registry key)
- (hash-table-ref/default registry key #f))
-
-) ;; end module
-```
-
-- [ ] **Step 4: Run test to confirm it passes**
-
-```bash
-cd /home/gene/src/downstroke
-csi -s tests/assets-test.scm
-```
-
-Expected: all tests pass, no failures reported.
-
-- [ ] **Step 5: Commit**
-
-```bash
-cd /home/gene/src/downstroke
-git add assets.scm tests/assets-test.scm
-git commit -m "feat: add assets.scm — minimal key/value asset registry"
-```
-
----
-
-## Task 2: Add `render-scene!` to `renderer.scm`
-
-**Files:**
-- Modify: `renderer.scm` (add one function after `draw-entities`)
-- Modify: `tests/renderer-test.scm` (add one test group)
-
-### What this adds
-
-`render-scene!` draws a complete scene (all tilemap layers + all entities) given a renderer and a scene struct. It delegates to the already-tested `draw-tilemap` and `draw-entities`.
-
-Existing signatures in `renderer.scm`:
-- `(draw-tilemap renderer camera tileset-texture tilemap)` — 4 args
-- `(draw-entities renderer camera tileset tileset-texture entities)` — 5 args
-
-The `tileset` is extracted from `tilemap` via the `tilemap-tileset` accessor (from `tilemap.scm`).
-
-- [ ] **Step 1: Write the failing test**
-
-Add to `tests/renderer-test.scm`, before `(test-end "renderer")`:
-
-```scheme
-(test-group "render-scene!"
- ;; render-scene! calls draw-tilemap and draw-entities — both are mocked to return #f.
- ;; We verify it doesn't crash on a valid scene and returns unspecified.
- (let* ((cam (make-camera x: 0 y: 0))
- (tileset (make-tileset tilewidth: 16 tileheight: 16
- spacing: 0 tilecount: 100 columns: 10
- image-source: "" image: #f))
- (layer (make-layer name: "ground" width: 2 height: 2
- map: '((1 2) (3 4))))
- (tilemap (make-tilemap width: 2 height: 2
- tilewidth: 16 tileheight: 16
- tileset-source: ""
- tileset: tileset
- layers: (list layer)
- objects: '()))
- (scene (make-scene entities: '()
- tilemap: tilemap
- camera: cam
- tileset-texture: #f)))
- (test-assert "does not crash on valid scene"
- (begin (render-scene! #f scene) #t))))
-```
-
-- [ ] **Step 2: Run test to confirm it fails**
-
-```bash
-cd /home/gene/src/downstroke
-csi -s tests/renderer-test.scm
-```
-
-Expected: error — `render-scene!` not defined.
-
-- [ ] **Step 3: Add `render-scene!` to `renderer.scm`**
-
-Add after the `draw-entities` definition (before the closing `)`):
-
-```scheme
- ;; --- Scene drawing ---
-
- (define (render-scene! renderer scene)
- (let ((camera (scene-camera scene))
- (tilemap (scene-tilemap scene))
- (tileset-texture (scene-tileset-texture scene))
- (tileset (tilemap-tileset (scene-tilemap scene)))
- (entities (scene-entities scene)))
- (draw-tilemap renderer camera tileset-texture tilemap)
- (draw-entities renderer camera tileset tileset-texture entities)))
-```
-
-- [ ] **Step 4: Run tests to confirm they pass**
-
-```bash
-cd /home/gene/src/downstroke
-csi -s tests/renderer-test.scm
-```
-
-Expected: all tests pass.
-
-- [ ] **Step 5: Commit**
-
-```bash
-cd /home/gene/src/downstroke
-git add renderer.scm tests/renderer-test.scm
-git commit -m "feat: add render-scene! to renderer — draw full scene in one call"
-```
-
----
-
-## Task 3: `engine.scm` — game struct, constructor, accessors
-
-**Files:**
-- Create: `engine.scm`
-- Create: `tests/engine-test.scm`
-
-This task covers only the data structure and constructor — no `game-run!` yet. TDD applies to the parts we can unit-test (struct creation, accessors).
-
-`game-run!` requires a live SDL2 window and cannot be unit-tested; it is tested in Task 6 via macroknight integration.
-
-### Mock strategy for tests
-
-`engine.scm` imports `renderer.scm`, `input.scm`, `world.scm`, `assets.scm`, and the SDL2 sub-libraries. The test file follows the same mock-module pattern as `tests/renderer-test.scm`: define mock modules that satisfy the imports, then `(include "engine.scm")`.
-
-- [ ] **Step 1: Write the failing tests**
-
-Create `tests/engine-test.scm`:
-
-```scheme
-(import scheme (chicken base) (chicken keyword) srfi-64 defstruct)
-
-;; --- Mocks ---
-
-(module sdl2 *
- (import scheme (chicken base))
- (define (set-main-ready!) #f)
- (define (init! . args) #f)
- (define (quit! . args) #f)
- (define (get-ticks) 0)
- (define (delay! ms) #f)
- (define (pump-events!) #f)
- (define (has-events?) #f)
- (define (make-event) #f)
- (define (poll-event! e) #f)
- (define (num-joysticks) 0)
- (define (is-game-controller? i) #f)
- (define (game-controller-open! i) #f)
- (define (create-window! . args) 'mock-window)
- (define (create-renderer! . args) 'mock-renderer)
- (define (destroy-window! . args) #f)
- (define (render-clear! . args) #f)
- (define (render-present! . args) #f))
-(import (prefix sdl2 "sdl2:"))
-
-(module sdl2-ttf *
- (import scheme (chicken base))
- (define (init!) #f))
-(import (prefix sdl2-ttf "ttf:"))
-
-(module sdl2-image *
- (import scheme (chicken base))
- (define (init! . args) #f))
-(import (prefix sdl2-image "img:"))
-
-;; --- Real deps (include order follows dependency order) ---
-(import simple-logger) ;; required by input.scm
-(include "entity.scm") (import downstroke/entity)
-(include "tilemap.scm") (import downstroke/tilemap)
-(include "world.scm") (import downstroke/world)
-(include "input.scm") (import downstroke/input)
-(include "assets.scm") (import downstroke/assets)
-
-;; Mock renderer (render-scene! can't run without real SDL2)
-(module downstroke/renderer *
- (import scheme (chicken base))
- (define (render-scene! . args) #f))
-(import downstroke/renderer)
-
-(include "engine.scm")
-(import downstroke/engine)
-
-;; --- Tests ---
-
-(test-begin "engine")
-
-(test-group "make-game defaults"
- (let ((g (make-game)))
- (test-equal "default title"
- "Downstroke Game"
- (game-title g))
- (test-equal "default width"
- 640
- (game-width g))
- (test-equal "default height"
- 480
- (game-height g))
- (test-equal "default frame-delay"
- 16
- (game-frame-delay g))
- (test-equal "scene starts as #f"
- #f
- (game-scene g))
- (test-equal "window starts as #f"
- #f
- (game-window g))
- (test-equal "renderer starts as #f"
- #f
- (game-renderer g))
- (test-assert "assets registry is created"
- (game-assets g))
- (test-assert "input state is created"
- (game-input g))))
-
-(test-group "make-game with keyword args"
- (let ((g (make-game title: "My Game" width: 320 height: 240 frame-delay: 33)))
- (test-equal "custom title" "My Game" (game-title g))
- (test-equal "custom width" 320 (game-width g))
- (test-equal "custom height" 240 (game-height g))
- (test-equal "custom frame-delay" 33 (game-frame-delay g))))
-
-(test-group "game-asset and game-asset-set!"
- (let ((g (make-game)))
- (test-equal "missing key returns #f"
- #f
- (game-asset g 'no-such-asset))
- (game-asset-set! g 'my-font 'font-object)
- (test-equal "stored asset is retrievable"
- 'font-object
- (game-asset g 'my-font))
- (game-asset-set! g 'my-font 'updated-font)
- (test-equal "overwrite replaces asset"
- 'updated-font
- (game-asset g 'my-font))))
-
-(test-group "make-game hooks default to #f"
- (let ((g (make-game)))
- (test-equal "preload-hook is #f" #f (game-preload-hook g))
- (test-equal "create-hook is #f" #f (game-create-hook g))
- (test-equal "update-hook is #f" #f (game-update-hook g))
- (test-equal "render-hook is #f" #f (game-render-hook g))))
-
-(test-group "make-game accepts hook lambdas"
- (let* ((called #f)
- (g (make-game update: (lambda (game dt) (set! called #t)))))
- (test-assert "update hook is stored"
- (procedure? (game-update-hook g)))))
-
-(test-end "engine")
-```
-
-- [ ] **Step 2: Run test to confirm it fails**
-
-```bash
-cd /home/gene/src/downstroke
-csi -s tests/engine-test.scm
-```
-
-Expected: error — `engine.scm` not found.
-
-- [ ] **Step 3: Implement `engine.scm` struct + constructor + accessors (no `game-run!`)**
-
-Create `engine.scm`. `game-run!` is a stub for now — it will be filled in Task 4.
-
-```scheme
-(module downstroke/engine *
-
-(import scheme
- (chicken base)
- (chicken keyword)
- (prefix sdl2 "sdl2:")
- (prefix sdl2-ttf "ttf:")
- (prefix sdl2-image "img:")
- defstruct
- downstroke/world
- downstroke/input
- downstroke/assets
- downstroke/renderer)
-
-;; ── Game struct ────────────────────────────────────────────────────────────
-;; constructor: make-game* (raw) so we can define make-game as keyword wrapper
-
-(defstruct (game constructor: make-game*)
- title width height
- window renderer
- input ;; input-state record
- input-config ;; input-config record
- assets ;; asset registry (hash-table from assets.scm)
- frame-delay
- preload-hook ;; (lambda (game) ...)
- create-hook ;; (lambda (game) ...)
- update-hook ;; (lambda (game dt) ...)
- render-hook ;; (lambda (game) ...) — post-render overlay
- scene) ;; current scene struct; #f until create: runs
-
-;; ── Public constructor ─────────────────────────────────────────────────────
-
-(define (make-game #!key
- (title "Downstroke Game")
- (width 640) (height 480)
- (frame-delay 16)
- (input-config *default-input-config*)
- (preload #f) (create #f) (update #f) (render #f))
- (make-game*
- title: title
- width: width
- height: height
- window: #f
- renderer: #f
- scene: #f
- input: (create-input-state input-config)
- input-config: input-config
- assets: (make-asset-registry)
- frame-delay: frame-delay
- preload-hook: preload
- create-hook: create
- update-hook: update
- render-hook: render))
-
-;; ── Convenience accessors ──────────────────────────────────────────────────
-
-;; game-camera: derived from the current scene (only valid after create: runs)
-(define (game-camera game)
- (scene-camera (game-scene game)))
-
-;; game-asset: retrieve an asset by key
-(define (game-asset game key)
- (asset-ref (game-assets game) key))
-
-;; game-asset-set!: store an asset by key
-(define (game-asset-set! game key value)
- (asset-set! (game-assets game) key value))
-
-;; ── game-run! ──────────────────────────────────────────────────────────────
-;; Stub — implemented in Task 4
-
-(define (game-run! game)
- (error "game-run! not yet implemented"))
-
-) ;; end module
-```
-
-- [ ] **Step 4: Run tests to confirm they pass**
-
-```bash
-cd /home/gene/src/downstroke
-csi -s tests/engine-test.scm
-```
-
-Expected: all tests pass.
-
-- [ ] **Step 5: Commit**
-
-```bash
-cd /home/gene/src/downstroke
-git add engine.scm tests/engine-test.scm
-git commit -m "feat: add engine.scm — game struct, make-game constructor, accessors"
-```
-
----
-
-## Task 4: Implement `game-run!`
-
-**Files:**
-- Modify: `engine.scm` (replace stub with real implementation)
-
-`game-run!` is tested via macroknight integration in Task 6, not via unit tests (it requires a real SDL2 display).
-
-- [ ] **Step 1: Replace the `game-run!` stub in `engine.scm`**
-
-Replace the stub `(define (game-run! game) (error ...))` with:
-
-```scheme
-(define (game-run! game)
- ;; 1. SDL2 init (audio excluded — mixer.scm not yet extracted;
- ;; user calls init-audio! in their preload: hook)
- (sdl2:set-main-ready!)
- (sdl2:init! '(video joystick game-controller))
- (ttf:init!)
- (img:init! '(png))
-
- ;; Open any already-connected game controllers
- (let init-controllers ((i 0))
- (when (< i (sdl2:num-joysticks))
- (when (sdl2:is-game-controller? i)
- (sdl2:game-controller-open! i))
- (init-controllers (+ i 1))))
-
- ;; 2. Create window + renderer
- (game-window-set! game
- (sdl2:create-window! (game-title game) 'centered 'centered
- (game-width game) (game-height game) '()))
- (game-renderer-set! game
- (sdl2:create-renderer! (game-window game) -1 '(accelerated vsync)))
-
- ;; 3. preload: hook — user loads assets here
- (when (game-preload-hook game)
- ((game-preload-hook game) game))
-
- ;; 4. create: hook — user builds initial scene here
- (when (game-create-hook game)
- ((game-create-hook game) game))
-
- ;; 5. Frame loop
- (let loop ((last-ticks (sdl2:get-ticks)))
- (let* ((now (sdl2:get-ticks))
- (dt (- now last-ticks)))
- ;; Collect all pending SDL2 events
- (sdl2:pump-events!)
- (let* ((events (let collect ((lst '()))
- (if (not (sdl2:has-events?))
- (reverse lst)
- (let ((e (sdl2:make-event)))
- (sdl2:poll-event! e)
- (collect (cons e lst))))))
- (input (input-state-update (game-input game) events
- (game-input-config game))))
- (game-input-set! game input)
- (unless (input-held? input 'quit)
- ;; update: hook — user game logic
- (when (game-update-hook game)
- ((game-update-hook game) game dt))
- ;; render: engine draws world, then user overlay
- (sdl2:render-clear! (game-renderer game))
- (when (game-scene game)
- (render-scene! (game-renderer game) (game-scene game)))
- (when (game-render-hook game)
- ((game-render-hook game) game))
- (sdl2:render-present! (game-renderer game))
- (sdl2:delay! (game-frame-delay game))
- (loop now)))))
-
- ;; 6. Cleanup
- (sdl2:destroy-window! (game-window game))
- (sdl2:quit!))
-```
-
-Note: `sdl2:pump-events!` processes the OS event queue; `sdl2:has-events?`/`sdl2:make-event`/`sdl2:poll-event!` drain it into a list. This matches the pattern used in macroknight's existing game loop (lines 661–667).
-
-**Spec discrepancy:** The spec document shows `(sdl2:collect-events!)` in its pseudocode — that function does not exist in the sdl2 egg. The plan's pump+collect loop above is the correct implementation. Ignore the spec's `sdl2:collect-events!` reference.
-
-- [ ] **Step 2: Verify engine-test.scm still passes**
-
-```bash
-cd /home/gene/src/downstroke
-csi -s tests/engine-test.scm
-```
-
-Expected: all tests pass (game-run! itself is not called in unit tests).
-
-- [ ] **Step 3: Commit**
-
-```bash
-cd /home/gene/src/downstroke
-git add engine.scm tests/engine-test.scm
-git commit -m "feat: implement game-run! — SDL2 init, lifecycle hooks, frame loop"
-```
-
----
-
-## Task 5: Update the Makefile
-
-**Files:**
-- Modify: `Makefile`
-
-- [ ] **Step 1: Add `assets` and `engine` to `MODULE_NAMES`**
-
-In `Makefile`, change:
-```makefile
-MODULE_NAMES := entity tilemap world input physics renderer
-```
-to:
-```makefile
-MODULE_NAMES := entity tilemap world input physics renderer assets engine
-```
-
-- [ ] **Step 2: Add dependency declarations**
-
-Add after `bin/renderer.o: bin/entity.o bin/tilemap.o bin/world.o`:
-
-```makefile
-bin/assets.o:
-bin/engine.o: bin/renderer.o bin/world.o bin/input.o bin/assets.o
-```
-
-`assets.scm` has no inter-module dependencies. `engine.scm` depends on renderer, world, input, and assets.
-
-- [ ] **Step 3: Add test targets**
-
-In the `test:` rule, add:
-```makefile
- @csi -s tests/assets-test.scm
- @csi -s tests/engine-test.scm
-```
-
-- [ ] **Step 4: Verify the build**
-
-```bash
-cd /home/gene/src/downstroke
-make clean && make
-```
-
-Expected: all `.o` files created in `bin/`, including `bin/assets.o` and `bin/engine.o`. No errors.
-
-- [ ] **Step 5: Run all tests**
-
-```bash
-cd /home/gene/src/downstroke
-make test
-```
-
-Expected: all test suites pass.
-
-- [ ] **Step 6: Commit**
-
-```bash
-cd /home/gene/src/downstroke
-git add Makefile
-git commit -m "build: add assets and engine modules to Makefile"
-```
-
----
-
-## Task 6: Port macroknight to `make-game` + `game-run!`
-
-**Files:**
-- Modify: `/home/gene/src/macroknight/game.scm`
-
-This is the integration test for the whole milestone. macroknight's current `game.scm` is ~678 lines with SDL2 init, the frame loop, and all game state mixed together. After this task it should be ≤50 lines: only `make-game`, the three lifecycle hooks, and `game-run!`.
-
-### What moves vs. what stays
-
-**Moves to engine (delete from game.scm):**
-- Lines 87–137: SDL2 init block — from `(sdl2:set-main-ready!)` through `(define *title-font* ...)` inclusive. This covers: `sdl2:set-main-ready!`, `sdl2:init!`, `init-game-controllers!` call, `ttf:init!`, `img:init!`, audio init calls, `on-exit` handlers, exception handler wrapper, `sdl2:set-hint!`, `sdl2:create-window!`, `sdl2:create-renderer!`, `ttf:open-font` calls.
-- Lines 659–673: The main `let/cc` game loop
-
-**Stays in macroknight (wrapped in lifecycle hooks):**
-- `init-audio!` + `load-sounds!` + `load-music!` → `preload:` hook
-- `ttf:open-font` calls (fonts) → `preload:` hook
-- `make-initial-game-state` → `create:` hook
-- `update-game-state` dispatch → `update:` hook
-- `render-frame` mode dispatch (minus clear/present) → `render:` hook
-
-**macroknight-specific state** (`game-state` struct: mode, menu-cursor, scene, input, etc.) stays as the module-level `*gs*` variable — set in `create:`, mutated in `update:`.
-
-**`render-frame` split:** The existing `render-frame` calls `sdl2:render-clear!` and `sdl2:render-present!` — those are now owned by the engine. Modify `render-frame` to remove those two calls, keeping only the draw-color set and the mode dispatch. The modified `render-frame` becomes the body of the `render:` hook. Since the background color is black (`0 0 0`) and the engine's clear already clears to black, there is no visual difference.
-
-### Implementation steps
-
-- [ ] **Step 1: Add `downstroke/engine` to macroknight's imports**
-
-In `/home/gene/src/macroknight/game.scm`, add to the import list:
-```scheme
-downstroke/engine
-downstroke/assets
-```
-
-- [ ] **Step 2: Restructure as `make-game` call**
-
-Replace the top-level SDL2 init block and the game loop at the bottom of `game.scm` with a `make-game` call. The three lifecycle hooks capture the existing functions from the rest of the file.
-
-**First, modify `render-frame`** to remove the SDL2 clear/present calls (the engine now owns those). Change lines 378–385 of `game.scm` from:
-
-```scheme
-(define (render-frame gs)
- (set! (sdl2:render-draw-color *renderer*) +background-color+)
- (sdl2:render-clear! *renderer*)
- (case (game-state-mode gs)
- ((main-menu) (draw-main-menu gs))
- ((stage-select) (draw-stage-select gs))
- ((playing) (draw-playing gs)))
- (sdl2:render-present! *renderer*))
-```
-
-to:
-
-```scheme
-(define (render-frame gs)
- (set! (sdl2:render-draw-color *renderer*) +background-color+)
- (case (game-state-mode gs)
- ((main-menu) (draw-main-menu gs))
- ((stage-select) (draw-stage-select gs))
- ((playing) (draw-playing gs))))
-```
-
-**Then add module-level state and the engine entry point** at the bottom of `game.scm` (replacing the old `let/cc` loop):
-
-```scheme
-;; ── Module-level game state ────────────────────────────────────────────────
-
-(define *gs* #f) ;; macroknight game state, set in create:
-
-;; ── Engine entry point ─────────────────────────────────────────────────────
-
-(define *the-game*
- (make-game
- title: "MacroKnight"
- width: +screen-width+
- height: +screen-height+
- frame-delay: 10
-
- preload: (lambda (game)
- ;; Audio (mixer not yet extracted — call directly)
- (init-audio!)
- (load-sounds! '((jump . "assets/jump.wav")))
- (load-music! "assets/theme.ogg")
- (play-music! 0.6)
- ;; Fonts
- (set! *font* (ttf:open-font "assets/DejaVuSans.ttf" 12))
- (set! *title-font* (ttf:open-font "assets/DejaVuSans.ttf" 32))
- ;; Make the SDL2 renderer available to macroknight functions
- (set! *renderer* (game-renderer game)))
-
- create: (lambda (game)
- (set! *gs* (make-initial-game-state)))
-
- update: (lambda (game dt)
- ;; update-game-state uses a continuation for the "quit" menu item;
- ;; pass a no-op since the engine handles Escape→quit automatically.
- (update-game-state *gs* (lambda () #f))
- (maybe-advance-level *gs*))
-
- render: (lambda (game)
- ;; engine has already called render-clear! and render-scene!
- ;; (game-scene is #f so render-scene! is a no-op for now);
- ;; render-frame draws the mode-specific content.
- (render-frame *gs*))))
-
-(game-run! *the-game*)
-```
-
-**Notes:**
-- `*renderer*`, `*font*`, `*title-font*` remain module-level variables (set in `preload:`). Keep their `(define ...)` declarations at the top of `game.scm` as `(define *font* #f)` etc. (uninitialized — they'll be set in `preload:`).
-- The engine's input handles Escape → quit via `input-held? input 'quit`; the old `let/cc exit-main-loop!` mechanism and `exit-main-loop!` call in `update-game-state` are no longer needed. **However, do not change `update-game-state` in this milestone** — the `(lambda () #f)` passed as `exit!` means the "Quit" menu item is a no-op for now. Fix it in a later milestone.
-- `(game-scene game)` is never set from macroknight, so the engine's `render-scene!` is always a no-op. All rendering happens in the `render:` hook via `render-frame`. This is intentional for this port milestone.
-
-- [ ] **Step 3: Remove the old SDL2 init block from `game.scm`**
-
-Delete lines 87–137 — everything from `(sdl2:set-main-ready!)` through `(define *title-font* (ttf:open-font ...))` inclusive.
-
-This also removes the `on-exit` cleanup handlers (lines 107–108) and the custom exception handler (lines 113–117). **This is intentional for this milestone.** The engine's `game-run!` calls `sdl2:destroy-window!` and `sdl2:quit!` at cleanup, but does not install an exception handler. If macroknight crashes mid-run, SDL2 will not be shut down cleanly. This will be addressed in a later milestone (either by adding error handling to `game-run!` or by macroknight wrapping `game-run!` in a guard).
-
-After deletion, add these uninitialized stubs near the top of `game.scm` (after the imports) so the rest of the file can still reference the variables. Note: `*window*` only appears inside the deleted range, so its stub is precautionary only.
-
-```scheme
-(define *window* #f) ;; owned by engine; not used after this port
-(define *renderer* #f) ;; set in preload:
-(define *font* #f) ;; set in preload:
-(define *title-font* #f) ;; set in preload:
-(define *text-color* (sdl2:make-color 255 255 255))
-```
-
-- [ ] **Step 4: Remove the old main loop from `game.scm`**
-
-Delete lines 659–678 (the `let/cc` game loop through the end of the file including the `"Bye!\n"` print). The engine's `game-run!` replaces it. The new `(define *the-game* ...)` and `(game-run! *the-game*)` from Step 2 are the new end of the file.
-
-- [ ] **Step 5: Build macroknight to verify it compiles**
-
-```bash
-cd /home/gene/src/macroknight
-make clean && make
-```
-
-Expected: successful compilation. Fix any symbol-not-found or import errors before continuing.
-
-- [ ] **Step 6: Run macroknight to verify it plays**
-
-```bash
-cd /home/gene/src/macroknight
-./bin/game
-```
-
-Expected: game launches, title screen appears, gameplay works correctly (title → stage select → play a level). Press Escape to quit.
-
-**Known regression (intentional):** Selecting "Quit" from the main menu is a no-op in this milestone. The old `exit-main-loop!` continuation no longer exists; the `update:` hook passes `(lambda () #f)` in its place. This will be fixed in a later milestone.
-
-- [ ] **Step 7: Verify game.scm is ≤50 lines**
-
-```bash
-wc -l /home/gene/src/macroknight/game.scm
-```
-
-If still over 50 lines, extract helper functions that belong in other modules. Game-specific logic (menu rendering, level loading) can stay; SDL2 boilerplate must be gone.
-
-- [ ] **Step 8: Commit**
-
-```bash
-cd /home/gene/src/macroknight
-git add game.scm
-git commit -m "feat: port macroknight to use make-game + game-run! (Milestone 8)"
-```
-
-Then commit the downstroke side:
-
-```bash
-cd /home/gene/src/downstroke
-git add -A
-git commit -m "feat: Milestone 8 complete — make-game + game-run! engine entry point"
-```
-
----
-
-## Acceptance Criteria
-
-- [ ] `make test` in downstroke passes all suites including assets and engine
-- [ ] `make` in downstroke builds all modules including `bin/assets.o` and `bin/engine.o`
-- [ ] `make && ./bin/game` in macroknight launches and plays correctly
-- [ ] macroknight `game.scm` is ≤50 lines with no SDL2 init or frame-loop boilerplate
-- [ ] `make-game` + `game-run!` are the sole entry point — no top-level SDL2 calls outside them