Handbook
Glossary
tick-game-world ( world -- )
Game worlds
Prev:
end-game-world ( world -- )
Vocabulary
game
.
worlds
Inputs
world
a
game-world
Outputs
None
Word description
This generic word is called by the
tick*
method for
game-world
subclasses every time the game loop's tick interval occurs.
See also
game-world
,
begin-game-world
,
end-game-world
Definition
IN:
game.worlds
GENERIC:
tick-game-world
( world -- )
Methods
USING:
accessors
chipmunk.demo
chipmunk.ffi
game.worlds
generic
kernel
math
;
M:
chipmunk-world
tick-game-world
[
M\
chipmunk-world
tick-game-world
(call-next-method)
]
[
space>>
1.0 60.0
/
cpSpaceStep
]
bi
;
USING:
accessors
fluids
game.worlds
kernel
;
M:
fluids-world
tick-game-world
dup
paused>>
[
drop
]
[
integrate
]
if
;
USING:
accessors
game.worlds
kernel
math
opengl.demos.compute
;
M:
gl4compute-world
tick-game-world
dup
handle-input
dup
frame-count>>
dup
500
>
[
drop
0
]
[
1
+
]
if
>>frame-count
drop
;
USING:
game.worlds
opengl.demos.gl4
;
M:
gl4demo-world
tick-game-world
handle-input
;
USING:
accessors
game.input
game.worlds
generic
gml.viewer
kernel
math
sequences
;
M:
gml-viewer-world
tick-game-world
[
M\
gml-viewer-world
tick-game-world
(call-next-method)
]
[
dup
drag?>>
[
read-mouse
buttons>>
dup
integer?
[
0
bit?
]
[
first
]
if
>>drag?
]
when
drop
]
bi
;
USING:
game.worlds
kernel
;
M:
object
tick-game-world
drop
;
USING:
accessors
game.worlds
kernel
papier
;
M:
papier-world
tick-game-world
dup
slabs>>
update-slabs
dup
focused?>>
[
dup
keyboard-input
[
move-player
]
[
drop
stop-player
]
if*
]
[
drop
]
if
;
USING:
accessors
game.worlds
generic
gpu.demos.raytrace
kernel
sequences
;
M:
raytrace-world
tick-game-world
[
M\
raytrace-world
tick-game-world
(call-next-method)
]
[
spheres>>
[
tick-sphere
]
each
]
bi
;
USING:
accessors
game.worlds
kernel
terrain
;
M:
terrain-world
tick-game-world
[
dup
focused?>>
[
handle-input
]
[
drop
]
if
]
[
dup
player>>
tick-player
]
bi
;
USING:
accessors
game.input
game.worlds
gpu.util.wasd
kernel
;
M:
wasd-world
tick-game-world
dup
focused?>>
[
[
wasd-keyboard-input
]
[
wasd-mouse-input
]
bi
reset-mouse
]
[
drop
]
if
;