add begin-game-world and end-game-world generics so method-chains aren't needed just to do game setup and teardown at the right time
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@ -1,5 +1,6 @@
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! (c)2009 Joe Groff bsd license
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USING: game.loop help.markup help.syntax kernel math ui ui.gadgets.worlds words ;
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USING: game.loop help.markup help.syntax kernel math method-chains
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ui ui.gadgets.worlds words ;
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IN: game.worlds
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HELP: GAME:
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@ -14,7 +15,17 @@ HELP: game-attributes
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} ;
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HELP: game-world
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{ $class-description "" } ;
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{ $class-description "A subclass of " { $link world } " that automatically sets up and manages connections to the " { $vocab-link "game.loop" } " and " { $vocab-link "game.input" } " libraries. It does this by providing methods on " { $link begin-world } ", " { $link end-world } ", and " { $link draw* } ". Subclasses can provide their own world setup and teardown code by adding methods to the " { $link begin-game-world } " and " { $link end-game-world } " generic words." } ;
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HELP: begin-game-world
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{ $values { "world" game-world } }
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{ $description "This generic word is called by the " { $link begin-world } " method for " { $link game-world } " subclasses immediately before the game world starts the game loop." } ;
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HELP: end-game-world
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{ $values { "world" game-world } }
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{ $description "This generic word is called by the " { $link end-world } " method for " { $link game-world } " subclasses immediately after the game world stops the game loop." } ;
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{ game-world begin-game-world end-game-world } related-words
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HELP: tick-interval-micros
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{ $values
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@ -30,6 +41,10 @@ ARTICLE: "game.worlds" "Game worlds"
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game-attributes
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POSTPONE: GAME:
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}
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;
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"Subclasses of " { $link game-world } " can provide their own setup and teardown code by providing methods for these generic words:"
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{ $subsections
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begin-game-world
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end-game-world
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} ;
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ABOUT: "game.worlds"
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@ -10,18 +10,25 @@ TUPLE: game-world < world
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GENERIC: tick-interval-micros ( world -- micros )
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GENERIC: begin-game-world ( world -- )
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M: object begin-game-world drop ;
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GENERIC: end-game-world ( world -- )
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M: object end-game-world drop ;
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M: game-world draw*
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swap >>tick-slice relayout-1 yield ;
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M: game-world begin-world
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open-game-input
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dup begin-game-world
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dup [ tick-interval-micros ] [ ] bi <game-loop> [ >>game-loop ] keep start-loop
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drop ;
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M: game-world end-world
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[ [ stop-loop ] when* f ] change-game-loop
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close-game-input
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drop ;
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end-game-world
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close-game-input ;
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TUPLE: game-attributes < world-attributes
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{ tick-interval-micros fixnum read-only } ;
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@ -214,7 +214,7 @@ CONSTANT: bunny-model-url "http://factorcode.org/bun_zipper.ply"
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dup 0 "vocab:gpu/demos/bunny/loading.tiff" load-image allocate-texture-image
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>>texture ;
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BEFORE: bunny-world begin-world
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M: bunny-world begin-game-world
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init-gpu
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{ -0.2 0.13 0.1 } 1.1 0.2 set-wasd-view
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@ -69,7 +69,7 @@ CONSTANT: initial-spheres {
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T{ sphere f { 1.0 0.0 0.0 } { 0.0 5.0 0.0 } 0.025 1.0 { 1.0 1.0 0.0 1.0 } }
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}
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BEFORE: raytrace-world begin-world
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M: raytrace-world begin-game-world
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init-gpu
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{ -2.0 6.25 10.0 } 0.19 0.55 set-wasd-view
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initial-spheres [ clone ] map >>spheres
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@ -6,7 +6,7 @@ math.vectors opengl opengl.capabilities opengl.gl
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opengl.shaders opengl.textures opengl.textures.private
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sequences sequences.product specialized-arrays
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terrain.generation terrain.shaders typed ui ui.gadgets
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ui.gadgets.worlds ui.pixel-formats game.worlds method-chains
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ui.gadgets.worlds ui.pixel-formats game.worlds
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math.matrices.simd noise ui.gestures combinators.short-circuit
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destructors grid-meshes math.vectors.simd ;
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QUALIFIED-WITH: alien.c-types c
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@ -233,7 +233,7 @@ M: terrain-world tick*
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: sky-theta ( world -- theta )
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game-loop>> tick-number>> SKY-SPEED * ;
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BEFORE: terrain-world begin-world
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M: terrain-world begin-game-world
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"2.0" { "GL_ARB_vertex_buffer_object" "GL_ARB_shader_objects" }
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require-gl-version-or-extensions
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GL_DEPTH_TEST glEnable
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@ -254,7 +254,7 @@ BEFORE: terrain-world begin-world
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terrain-vertex-size <grid-mesh> >>terrain-mesh
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drop ;
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AFTER: terrain-world end-world
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M: terrain-world end-game-world
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{
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[ terrain-mesh>> dispose ]
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[ terrain-program>> delete-gl-program ]
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