# Milestone 8 — The Game Object and Lifecycle API **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". --- ## Goal Introduce `make-game` and `game-run!` as the public entry point for downstroke. A minimal game becomes ~20 lines of Scheme. This is the "Phaser moment" — the API stabilises around a game struct with lifecycle hooks. --- ## Architecture 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`, 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. ``` 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 constructor: make-game*) title width height window renderer 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 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 (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) ;; 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 (asset-set! reg key val) (hash-table-set! reg key val)) (define (asset-ref reg key) (hash-table-ref reg key (lambda () #f))) ``` --- ## 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!)) ``` **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. --- ## 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 `game-*` readers and `game-*-set!` mutators are generated by `defstruct` and exported. Additional convenience accessors: | Accessor | Description | |---|---| | `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` | 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` 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: `(asset-set! (game-assets game) key val)` | `game-camera` is not a struct field — it is a derived accessor: ```scheme (define (game-camera game) (scene-camera (game-scene game))) ``` --- ## Scene-Level Preloading Out of scope for this milestone. A `preload:` slot will be reserved in the scene struct when `scene-loader.scm` is implemented (Milestone 7), and the two-level asset registry (global + per-scene) will be designed then. --- ## macroknight Port macroknight's `game.scm` must be ported to use `make-game` + `game-run!` as part of this milestone. It is the primary integration test. **What moves to the engine:** SDL2 init block (lines 87–137), the main loop (line 659+), and all frame-level rendering. **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. --- ## Out of Scope - Scene-level preloading (Milestone 7) - Asset-type-specific load functions (`game-load-tilemap!`, `game-load-font!`, etc.) — Milestone 6 - `game-running?` quit flag - Scene state machine (Milestone 9) - AI tag lookup (Milestone 10) - Extraction of `animation`, `ai`, `prefabs`, `mixer`, `sound` modules into downstroke