Tests and csm build options
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5 changed files with 49 additions and 5 deletions
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@ -71,4 +71,5 @@ The following Chicken dependencies are required:
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- SRFI-113
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- SRFI-69
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- csm
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- SRFI-78
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1
all.options
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1
all.options
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@ -0,0 +1 @@
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-static -L /usr/local/lib64/libraylib.a
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@ -101,7 +101,7 @@
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(add-queued-entities))
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;; Entity creation/removal interface
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(export create-named-entity create-entity remove-entity)
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(export create-named-entity create-entity remove-entity clear-world)
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;; Create an entity in the world and return it's ID
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(define (create-named-entity id . components)
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@ -323,12 +323,17 @@
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event)
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#f)))
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;; Frame generation interface
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(export next-frame)
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;; Frame generation and game loop
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(export resolve-queues next-frame)
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;; Resolve the entity and system queues. This is exported which allows breaking iteration
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(define (resolve-queues)
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(resolve-entity-queue)
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(resolve-system-queue))
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;; Generate the next frame, for use in the main game loop
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(define (next-frame)
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(resolve-entity-queue)
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(resolve-system-queue)
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(resolve-queues)
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(with-drawing
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(execute-systems)))
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)
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BIN
test.engine
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BIN
test.engine
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37
test/engine.scm
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37
test/engine.scm
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@ -0,0 +1,37 @@
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(module (test engine) ()
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(import scheme
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(chicken base)
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(engine core)
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(srfi 69)
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(srfi 78)
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(srfi 99))
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(define-record-type <point> (make-point x y) point? (x point-x) (y point-y))
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;; Entity addition and world state modification
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(check (hash-table-size world) => 0) ;; World state starts empty
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(check (hash-table-size component-sets) => 0)
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(create-named-entity 'ball (make-point 1 1))
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(check (hash-table-size world) => 0) ;; World state empty before next frame
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(check (hash-table-size component-sets) => 0)
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(resolve-queues) ;; TODO: swap this for (next-frame) and remove (resolve-queues) once we have a full game loop setup
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(check (hash-table-size world) => 1) ;; World state updates after next frame
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(check (hash-table-size component-sets) => 1)
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(check (hash-table-exists? world 'ball) => #t)
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(check (hash-table-exists? component-sets '<point>) => #t)
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(clear-world)
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(check (hash-table-size world) => 1) ;; World state does not immediately clear
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(resolve-queues)
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(check (hash-table-size world) => 0) ;; World state is empty after clear
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(check (hash-table-size component-sets) => 1) ;; Component-sets doesn't clear
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(create-named-entity 'ball (make-point 1 1))
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(resolve-queues)
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(remove-entity 'ball)
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(resolve-queues)
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(check (hash-table-size world) => 0) ;; Entity is properly removed
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)
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