Thank you. Simply adding a printer to vec2 improves how pk displays all the other records (that have vec2 fields).
mirkohd
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I have some questions regarding hoot.
- is there some sort of enum or constant? the (rnrs enums) guile module is not available.
- how can I use #:print with define-record-type?, bytevectors printed using pk are not very informative; and I can't use pk in a module so I'm not sure how to create a print function.
- what is the use case for the call-external function?. It seems that it allows direct access of javascript function without the need of a binding.
The bar increases faster depending on the number of juggling props in action, the goal of the game is to fill the bar, I did not tweak the score mechanic enough to get a more intuitive feel. I like your idea of an angle selector, maybe for a special move or a more difficult mode, since I would have to reduce the current gravity value.
The source should be in in the download page.
Thanks. I originally intended to create a more realistic juggling animation, and the juggling mechanic to be just pressing a button at the right time, but in the end a poor animation with simpler mechanics seemed to work best( a happy accident I guess).
I considered drawing the hands, but knew I would not have time to animate them. I will probably add them later, there is a list of things that i would like to add, and learn a bit more of Hoot in the process.
This is a fantastic way to combine games with the programming experience . I would suggest the addition of a few structural editing commands (I personally use only a few but it makes lisp programming a really enjoyable), and also a run command, to keep the flow of the game going. I feel that this is a kind of game that can work well with very few (programming like) languages.
Thanks. After the jam I realize now that I totally underestimated how time consuming creating art and sound is (which is why I ended with no sound and the cartoony style). And I expected to finish with coding much sooner, my original simple design was harder to implement than expected. Anyway I'm hyped for the next jam.
Also, Hoot is fantastic, this was a great opportunity to learn about it. I will definitely use it ( if not for a more fully developed game) for making some tools or for web development.
I like the funny names (autogenerated?) and the look of the text and boxes. The movement between the menus is clumsy but I guess this is a shortcoming in most turn based rpgs. Maybe a key could be use to speed up the 'advance to next day' action.
Also, I did not manage to play the linux version(missing glfw error) but the windows version runs fine using wine.
I'm trying to use the record #:parent property to refactor some code. I'm unable to use the parent property of a record, what is the proper usage of this property?
(define-record-type <particle> (make-particle) particle? ;; omitted) (define-record-type <prop> #:parent <particle> (make-prop) prop? ;; omitted)
Please, I need some help with this, to get a better guile hoot understanding.
I'm trying to create a toggle full-screen command.
(define-foreign full-screen-element "document" "fullscreenElement" (ref extern) -> (ref null extern) )
I already have the full-screen and exit full-screen commands. But the command required for testing is giving me some trouble.
The function returns either null or the element, I expected that the null value would be considered as false in scheme but it is not the case. I'm supposed to cast these values ? test for the string "null" ? or is my usage of define-foreign wrong?
Edited: I found out about the external-null? and external-non-null? this work for the mentioned example but I'm still confused about the general approach for define-foreign. Extra care is needed for those functions in scheme code?