Things To Do
Provide a game loop structure that responds to input events, updates the game state, renders the scene. Use a fixed update timestep and cap the maximum FPS.
Games can be broken up into many chunks, called scenes. Examples would be a main menu, a world map, a battle screen, etc.
- [X] Create a <scene> type that encapsulates input/render/update callbacks
- [X] Macro for declaratively defining a scene
- [X] Scene switching
Provide hooks to respond to keyboard, mouse, and joystick events. Wrap SDL keycode, mouse button, etc. constants in our own enumeration.
- [X] Keyboard
- [X] Mouse
- [X] Window (active, resize, quit)
- [ ] Joystick
Encapsulates an image and all of its transformations: position, rotation, scale, color, etc.
- [X] Use FreeImage
- [X] Add support for texture regions
- [X] Add support for animations
- [X] Use a sprite batch when drawing if one is currently bound
Efficiently render a large number of sprites. Only change OpenGL context when necessary. For example, don’t change texture when rendering several sprites in a row that use the same one.
- [X] Add basic batching for non-scaled, non-rotated sprites
- [X] Add transformation logic for scaling and rotating
- [X] Add support for colors
- [ ] Add support for different blending modes
Break an image up into many small pieces. Useful for creating maps.
- [X] Algorithm to split texture into tiles
- [X] <tileset> type
Create a data type to represent an animated sequence of textures and/or texture regions.
- [ ] Create a generic tilemap module
- [ ] Create a loader for Tiled .tmx map files.
A tree structure that is traversed when rendering a game scene. The graph is composed of groups and nodes. Transformations are accumulated as the tree is walked.
Provide a way for users to easily script 2D games using coroutines and a scheduler.
- [X] Coroutines
- [X] Agenda
Vectors and matrices
Vectors and matrices are needed constantly for games. Provide an easy-to-use module that provides procedures for common vector/matrix math operations
- [X] Vectors
- [ ] Matrices
- [X] Write wrappers for needed FTGL functions
- [X] Write font rendering procedures
Provide helpful wrappers around SDL sound procedures?
A* is a commonly used pathfinding algorithm for games. Pathfinding is such a common task that it would be nice to provide users with a generic implementation.
Bounding box collision detection
Most games need simple bounding box collision detection. Provide an efficient implementation that uses quad trees.
- [X] Rect module
- [ ] Quadtree module
Provide a highly configurible particle simulation system.
- [ ] Investigate ways to make it fast. Might have to resort to a C shared library to avoid GC overhead.
Provide a generic system for loading assets (images, sounds, fonts, etc.) and storing them in a cache. Explore using weak keys so that assets are removed from the cache when they are no longer referenced.
- [ ] Create asset cache
- [ ] Investigate automatic asset reloading.
Provide a library of coroutines that perform commonly used time-based actions such as linear interpolation. It would be nice to have a way to make these easily composable as well.
- [X] Make actions composable
- [X] Linear interpolation (lerp)
- [ ] Move to/move by
Provide an Emacs-like way of defining key combinations so that multi-button input is easy for users.
The more I think about what I want, the more I realize that I am describing a system that uses functional reactive programming.
- [ ] Abstract away input methods Controls can be bound to keys, mouse, whatever
- [ ] Basic sequences Press A then B
- [ ] Simultaneous key presses Press A and B at the same time
- [ ] Composing sequences Press A then B + C
- [ ] Timeouts Press A then B then C within 15 frames time
- [ ] Sequences with actions along the way Press A to kick, then forward + B to uppercut, within 30 frames time.
Provide a set of common graphical widgets such as buttons, scroll bars, and sliders.
Provide a REPL that plays nice with the game loop. Easier said than done.
- [X] Modify Guile’s REPL to work with the game loop
- Short-term solution that mostly works
- [ ] Write a new REPL that runs in the current thread
- Use coroutines
- Read user input from a separate thread so as to not block the main thread
An official 0.1 alpha release with basic, minimal functionality will provide a good place for people other than me to try out guile-2d and perhaps even start to hack on it.
- [X] Font rendering with FTGL
- [X] Resolve issues with FIGL
- [X] Texinfo documentation
- [X] Clean up docstrings
- [X] Autotools build files
- [X] Fix animation bug
- [ ] New REPL server
- [ ] Screencast
- [ ] Keymaps
- [X] Better scene management
- [ ] More documentation