document game.worlds, tweak GAME: syntax
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Joe Groff
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World class that integrates game loop and game input
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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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IN: game.worlds
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HELP: GAME:
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{ $syntax """GAME: word { attributes }
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attribute-code ;""" }
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{ $description "Similar to " { $link POSTPONE: MAIN-WINDOW: } ", defines a main entry point " { $snippet "word" } " for the current vocabulary that opens a UI window with the provided " { $snippet "attributes" } ". In addition to the standard " { $link world-attributes } ", additional " { $link game-attributes } " can be specified to specify game-specific attributes. Unlike " { $link POSTPONE: MAIN-WINDOW: } ", the " { $snippet "attributes" } " for " { $snippet "GAME:" } " must provide values for the " { $snippet "world-class" } " and " { $snippet "tick-interval-micros" } " slots." } ;
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HELP: game-attributes
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{ $class-description "Extends the " { $link world-attributes } " tuple class with extra attributes for " { $link game-world } "s:" }
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{ $list
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{ { $snippet "tick-interval-micros" } " specifies the number of microseconds between consecutive calls to the world's " { $link tick* } " method by the game loop." }
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} ;
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HELP: game-world
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{ $class-description "" } ;
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HELP: tick-interval-micros
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{ $values
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{ "world" game-world }
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{ "micros" integer }
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}
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{ $description "Subclasses of " { $link game-world } " can override this class to specify the number of microseconds between consecutive calls to the game world's " { $link tick* } " method by the game loop. Using the " { $link POSTPONE: GAME: } " syntax will define this method for you." } ;
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ARTICLE: "game.worlds" "Game worlds"
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"The " { $vocab-link "game.worlds" } " vocabulary provides a " { $link world } " subclass that integrates with " { $vocab-link "game.loop" } " and " { $vocab-link "game.input" } " to quickly provide game infrastructure."
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{ $subsections
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game-world
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game-attributes
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POSTPONE: GAME:
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}
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;
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ABOUT: "game.worlds"
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@ -1,3 +1,4 @@
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! (c)2009 Joe Groff bsd license
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USING: accessors combinators fry game.input game.loop generic kernel math
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parser sequences ui ui.gadgets ui.gadgets.worlds ui.gestures threads
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words ;
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@ -25,9 +26,19 @@ M: game-world end-world
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TUPLE: game-attributes < world-attributes
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{ tick-interval-micros fixnum read-only } ;
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<PRIVATE
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: verify-game-attributes ( attributes -- )
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{
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[
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world-class>> { f world } member?
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[ "GAME: must be given a custom world-class" throw ] when ;
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[ "GAME: must be given a custom world-class" throw ] when
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]
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[
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tick-interval-micros>> 0 <=
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[ "GAME: must be given a nonzero tick-interval-micros" throw ] when
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]
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} cleave ;
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: define-game-tick-interval-micros ( attributes -- )
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[ world-class>> \ tick-interval-micros create-method ]
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@ -40,11 +51,14 @@ TUPLE: game-attributes < world-attributes
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[ define-game-tick-interval-micros ]
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} cleave ;
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: define-game ( word attributes -- )
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[ [ ] define-main-window ]
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[ nip define-game-methods ] 2bi ;
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: define-game ( word attributes quot -- )
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[ define-main-window ]
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[ drop nip define-game-methods ] 3bi ;
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PRIVATE>
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SYNTAX: GAME:
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CREATE
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game-attributes parse-main-window-attributes
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parse-definition
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define-game ;
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@ -308,4 +308,4 @@ GAME: bunny-game {
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{ grab-input? t }
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{ pref-dim { 1024 768 } }
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{ tick-interval-micros $[ 1,000,000 60 /i ] }
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}
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} ;
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@ -104,4 +104,4 @@ GAME: raytrace-game {
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{ grab-input? t }
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{ pref-dim { 1024 768 } }
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{ tick-interval-micros $[ 1,000,000 60 /i ] }
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}
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} ;
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@ -298,4 +298,4 @@ GAME: terrain-game {
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{ grab-input? t }
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{ pref-dim { 1024 768 } }
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{ tick-interval-micros $[ 1,000,000 60 /i ] }
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}
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} ;
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