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Diffstat (limited to 'docs/superpowers/specs/2026-04-05-milestone-8-game-object-lifecycle-design.md')
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1 files changed, 133 insertions, 68 deletions
diff --git a/docs/superpowers/specs/2026-04-05-milestone-8-game-object-lifecycle-design.md b/docs/superpowers/specs/2026-04-05-milestone-8-game-object-lifecycle-design.md index 2588761..d6e71be 100644 --- a/docs/superpowers/specs/2026-04-05-milestone-8-game-object-lifecycle-design.md +++ b/docs/superpowers/specs/2026-04-05-milestone-8-game-object-lifecycle-design.md @@ -3,6 +3,7 @@ **Date:** 2026-04-05 **Status:** Approved **Scope:** `engine.scm`, `assets.scm`, macroknight port +**Milestone numbering:** Follows `downstroke.org` / `TODO-engine.org` (Milestone 8). CLAUDE.md refers to the same work as "Milestone 7". --- @@ -19,36 +20,67 @@ Two new files: - **`engine.scm`** — `make-game` struct, `game-run!`, the frame loop, and all public accessors. - **`assets.scm`** — minimal key→value asset registry. No asset-type-specific logic; that is Milestone 6's domain. -`engine.scm` imports: `renderer.scm`, `input.scm`, `world.scm`, `assets.scm`. +`engine.scm` imports: `renderer.scm`, `input.scm`, `world.scm`, `assets.scm`, the sdl2 egg (prefix `sdl2:`), `sdl2-ttf` (prefix `ttf:`), and `sdl2-image` (prefix `img:`). + +**Audio / mixer is not initialised by the engine in this milestone.** `mixer.scm` and `sound.scm` remain in macroknight and are not yet extracted. macroknight's `preload:` hook calls `init-audio!` directly from `sound.scm` until those modules are extracted. `physics.scm` is **not** imported by the engine. Physics is a library; the user requires it if needed and calls physics functions from their `update:` hook. +### New function in `renderer.scm` + +`render-scene!` does not yet exist. It must be added to `renderer.scm` as part of this milestone. The module uses `export *` so no explicit export update is needed. + +Existing signatures in `renderer.scm` that `render-scene!` calls: +- `(draw-tilemap renderer camera tileset-texture tilemap)` — 4 args +- `(draw-entities renderer camera tileset tileset-texture entities)` — 5 args +- `tilemap-tileset` is a field accessor on the `tilemap` struct (defined in `tilemap.scm`) + +```scheme +(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))) +``` + ### Build order (Makefile) +Only modules that currently exist in downstroke are listed. Modules still in macroknight (`animation`, `ai`, `prefabs`, `mixer`, `sound`) are not prerequisites for this milestone. + ``` -tilemap → entity → world → animation → physics → ai → input → prefabs → mixer → sound → assets → engine +entity → tilemap → world → input → renderer → assets → engine ``` +`physics` is not a link dependency of `engine` and is omitted from this chain. It is a separate build target. + --- ## Data Structures ### `game` struct (`engine.scm`) +`defstruct` is called with `constructor: make-game*` so the generated raw constructor does not collide with the public keyword constructor `make-game`. + ```scheme -(defstruct game +(defstruct (game constructor: make-game*) title width height window renderer - input-state - scene camera - assets ;; asset registry hash table (from assets.scm) + input ;; input-state record (accessor: game-input) + input-config ;; input-config record (accessor: game-input-config) + 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 + preload-hook ;; (lambda (game) ...) + create-hook ;; (lambda (game) ...) + update-hook ;; (lambda (game dt) ...) + render-hook ;; (lambda (game) ...) — post-render overlay + scene) ;; current scene struct (accessor: game-scene) ``` +**Note:** There is no separate `camera` field. The camera lives inside the scene (`scene-camera`). `game-camera` is a convenience accessor (see Accessors section). + ### `make-game` keyword constructor ```scheme @@ -56,20 +88,25 @@ tilemap → entity → world → animation → physics → ai → input → pref (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 - frame-delay: frame-delay - assets: (make-asset-registry) - preload-hook: preload - create-hook: create - update-hook: update - render-hook: render)) + (make-game* + title: title width: width height: height + window: #f renderer: #f scene: #f + input: (create-input-state input-config) ;; create-input-state takes one arg: 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)) ``` ### Asset registry (`assets.scm`) ```scheme -(define (make-asset-registry) (make-hash-table)) +(define (make-asset-registry) (make-hash-table)) (define (asset-set! reg key val) (hash-table-set! reg key val)) (define (asset-ref reg key) (hash-table-ref reg key (lambda () #f))) ``` @@ -78,54 +115,91 @@ tilemap → entity → world → animation → physics → ai → input → pref ## Lifecycle: `game-run!` +```scheme +(define (game-run! game) + ;; 1. SDL2 init (no audio — mixer not yet extracted, user calls init-audio! in preload:) + (sdl2:init! '(video joystick game-controller)) + (ttf:init!) + (img:init! '(png)) + + ;; 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 + (when (game-preload-hook game) ((game-preload-hook game) game)) + + ;; 4. create hook + (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)) + (events (sdl2:collect-events!)) + (input (input-state-update (game-input game) events (game-input-config game)))) + (game-input-set! game input) + (unless (input-held? input 'quit) + (when (game-update-hook game) ((game-update-hook game) game dt)) + (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!)) ``` -SDL2 init - └─ create window + renderer → stored in game struct - └─ call preload-hook (user loads assets) - └─ call create-hook (user builds initial scene) - └─ frame loop: - input-handle-events! → update input-state - call update-hook game dt - render-clear! - render-scene! renderer scene camera ;; engine draws world - call render-hook game ;; user overlay - render-present! - sdl2:delay! frame-delay - └─ cleanup: destroy window, sdl2:quit! -``` -The loop exits when `input-quit?` is true (SDL_QUIT event). There is no user-settable `game-running?` flag in this milestone. +**Notes:** +- `sdl2:collect-events!` pumps the SDL2 event queue and returns a list of events (from the sdl2 egg). +- `input-state-update` is the existing function in `input.scm`: `(input-state-update state events config)`. It is purely functional — it returns a new `input-state` record and does not mutate the existing one. +- `create-input-state` in `input.scm` takes one argument: `(create-input-state config)` — it initialises all actions to `#f`. +- Quit is detected via `(input-held? input 'quit)` — the `'quit` action is in `*default-input-config*` mapped to `escape` key: `(escape . quit)` in `keyboard-map`. +- `sdl2:render-clear!` and `sdl2:render-present!` are called directly from the sdl2 egg (no wrapper needed). +- The loop exits when `input-held?` returns true for `'quit`. No user-settable `game-running?` flag in this milestone. + +--- + +## `render:` Hook Semantics + +Following Phaser 2.x: the engine draws the full scene first via `render-scene!` (tilemap layers + entities), then calls the user's `render:` hook. The hook is for post-render overlays only — debug info, HUD elements, custom visuals. It does not replace or suppress the engine's render pass. + +--- -`render-scene!` lives in `renderer.scm` and draws tilemap layers then entities — the logic already present in macroknight, extracted into the engine. +## Physics + +Physics (`physics.scm`) is a library, not a pipeline. `game-run!` does not call any physics function automatically. Users who want physics `(require-extension downstroke/physics)` and call functions from their `update:` hook. --- ## Public Accessors -All generated by `defstruct` and exported: +All `game-*` readers and `game-*-set!` mutators are generated by `defstruct` and exported. Additional convenience accessors: | Accessor | Description | |---|---| -| `game-renderer` | SDL2 renderer — available in `preload:` for texture upload | +| `game-renderer` | SDL2 renderer — available from `preload:` onward | | `game-window` | SDL2 window | | `game-scene` / `game-scene-set!` | Current scene struct; user sets this in `create:` | -| `game-camera` / `game-camera-set!` | Current camera struct | +| `game-camera` | Convenience: `(scene-camera (game-scene game))` — derived, not a struct field. Only valid after `create:` sets a scene; calling before that is an error. | | `game-assets` | Full asset registry hash table | -| `game-input` | Current `input-state` struct | +| `game-input` | Current `input-state` record | +| `game-input-config` | Current `input-config` record | | `(game-asset game key)` | Convenience: `(asset-ref (game-assets game) key)` | -| `(game-asset-set! game key val)` | Convenience setter | - ---- - -## `render:` Hook Semantics +| `(game-asset-set! game key val)` | Convenience: `(asset-set! (game-assets game) key val)` | -Following Phaser 2.x: the engine draws the full scene first (tilemap + entities), then calls the user's `render:` hook. The hook is for post-render overlays only — debug info, HUD elements, custom visuals. It does not replace or suppress the engine's render pass. - ---- - -## Physics - -Physics (`physics.scm`) is a library, not a pipeline. `game-run!` does not call any physics function automatically. Users who want physics `(require-extension downstroke/physics)` and call functions from their `update:` hook. +`game-camera` is not a struct field — it is a derived accessor: +```scheme +(define (game-camera game) + (scene-camera (game-scene game))) +``` --- @@ -137,26 +211,16 @@ Out of scope for this milestone. A `preload:` slot will be reserved in the scene ## macroknight Port -macroknight's `game.scm` is ported to use `make-game` + `game-run!` as part of this milestone. macroknight is the primary integration test; any engine change that requires a macroknight update must update macroknight in the same session. +macroknight's `game.scm` must be ported to use `make-game` + `game-run!` as part of this milestone. It is the primary integration test. -Target shape for macroknight `game.scm`: +**What moves to the engine:** SDL2 init block (lines 87–137), the main loop (line 659+), and all frame-level rendering. -```scheme -(define my-game - (make-game - title: "MacroKnight" width: 600 height: 400 - preload: (lambda (game) - ;; load fonts, sounds, tilemaps - ...) - create: (lambda (game) - ;; build initial scene - ...) - update: (lambda (game dt) - ;; game logic, input handling, physics calls - ...))) - -(game-run! my-game) -``` +**What stays in macroknight `game.scm`:** Only the three lifecycle hooks and `game-run!`: +- `preload:` — load fonts, sounds, tilemaps (currently scattered across lines 87–137) +- `create:` — build initial scene (currently `make-initial-game-state`, line 196) +- `update:` — game logic, input dispatch, physics calls (currently the per-frame update functions) + +**Acceptance criterion:** macroknight compiles (`make` succeeds), the game runs and plays correctly (title screen → stage select → gameplay), and `game.scm` is ≤50 lines with no SDL2 init or frame-loop boilerplate. --- @@ -167,3 +231,4 @@ Target shape for macroknight `game.scm`: - `game-running?` quit flag - Scene state machine (Milestone 9) - AI tag lookup (Milestone 10) +- Extraction of `animation`, `ai`, `prefabs`, `mixer`, `sound` modules into downstroke |
