honeylisp/presentation/slides.fnl

215 lines
8.8 KiB
Fennel

(local util (require :lib.util))
(local lume (require :lib.lume))
(local {: parse} (util.require :presentation.engine))
(local core (require :core))
(local style (require :core.style))
(local TileEditView (require :editor.tileedit))
(local MapEditView (require :editor.mapedit))
(local PortraitEditView (require :editor.portraitedit))
(local FontEditView (require :editor.fontedit))
(local ScreenEditView (require :editor.screenedit))
(local files (require :game.files))
(local link (require :link))
(local h
{:style true
:font (renderer.font.load "presentation/font/PrintChar21.ttf" 64)
:color style.caret
:justify :center
:topPadding 14
:lowerPadding 64})
(local **
{:style true
:font (renderer.font.load "presentation/font/PRNumber3.ttf" 32)
:color style.text
:justify :left
:lowerPadding 7
:pause-after true})
(fn p [style ?text] (lume.merge style {:pause-after true} (if ?text {:text ?text :style false})))
(fn np [style ?text] (lume.merge style {:pause-after false} (if ?text {:text ?text :style false})))
(fn bgimg [filename] {:image filename :justify :center :overlay true :alpha 0.3 :topPadding 0})
(fn view-cleanup [view]
(let [root core.root_view.root_node
node (root:get_node_for_view view)]
(when node (node:close_active_view root))))
(fn split-and-open [self f]
(let [focused-view core.active_view
focused-node (core.root_view:get_active_node)
_ (when self.split (focused-node:split self.split))
view (f self)
node (core.root_view:get_active_node)]
(when (= (core.root_view.root_node:get_node_for_view view) nil) (node:add_view view))
(when self.split (core.set_active_view focused-view)) ; don't switch focus
#(view-cleanup view)))
(fn openview [f ?extra] (lume.merge {:action #(split-and-open $1 f)} (or ?extra {})))
(fn openfile [filename ?extra]
(openview #(let [ldoc (core.open_doc filename)
view (core.root_view:open_doc ldoc)]
(when $1.line (view:scroll_to_line $1.line))
view)
?extra))
(fn boot-game []
(let [p (util.reload :game)]
(util.in-coro (fn [] (link:switch :mame)
(link.machine:run)
(util.waitfor #(link.machine:connected?))
(p:upload link.machine)
(link.machine:launch p)))
nil))
(fn vm-eval [...]
(let [prg (require :game)
overlay (prg.vm:gen-eval-prg [:vm ...])]
(link.machine:overlay overlay)
nil))
(parse [
[h "" "" ""
"Honeylisp"
"" "" ""
(np **) "Jeremy Penner"
"https://spindleyq.itch.io/"
"https://blog.information-superhighway.net/"
"https://bitbucket.org/SpindleyQ/honeylisp"
"https://gamemaking.social/@SpindleyQ"
"https://twitter.com/SpindleyQ"
{:pause-after true}
{:target 30 :section :Intro}]
[h "Honeylisp is hard to explain"
** "It is an experimental programming environment designed to enable a productive Apple // game development workflow"
"* Built with https://fennel-lang.org/"
"* Extends the lite text editor https://github.com/rxi/lite"
{:image "presentation/pics/assembly-markup.png" :justify :center}
"* Built all tools from scratch from the assembler up"
"* Not command-line driven - all tools, including the assembler / compiler, run _inside_ the editor"
(openfile :presentation/slides.fnl {:split :right :line 89})
" * Including this presentation!"
{:target 120}]
[(bgimg "presentation/pics/boot-tower.jpeg")
{:action #(files.reload :neuttower/game.json)}
h "Neu] [ower"
** "A small puzzle adventure game!"
"Magic Trick #1: Assemble the game and poke it directly into emulated RAM"
{:action boot-game}
"--== D E M O ==--"
{:target 300}]
[h "Explain this voodoo!"
** "Directly inspired by Dagen Brock's 2016 KFest talk on GSPlus"
"Ended up using MAME - Lua plugin system exposes EVERYTHING"
"Use Jeejah nREPL server library with custom nREPL client"
"The assembler running inside the editor means the output is a rich object, not a file"
{:target 45}]
[h "Hot-Code Reload"
** "What if I could preserve the current runtime state but rewrite the code?"
(openfile :neuttower/level1.fnl {:split :right :line 59})
"Magic Trick #2: Areas of memory can be marked as 'preserved' when new code is uploaded"
{:target 180}]
[(bgimg "presentation/pics/ggj2020.jpeg")
h "Interactive Execution"
** "What if I could interactively try out new code while my game was running?"
(np **) "Magic Trick #3"
{:button #(vm-eval :mixed) :text ":mixed"}
{:button #(vm-eval :hires) :text ":hires"}
{:button #(vm-eval 1 2 :+ :.) :text "1 2 :+ :."}
{:button #(vm-eval :jaye-yx :get :.) :text ":jaye-yx :get :."}
{:button #(vm-eval :earthquake) :text ":earthquake"}
{:pause-after true}
{:target 180}]
[h "The Tools"
** {:image "presentation/pics/retro-game-dev-quote.png" :justify :center :pause-after true}
{:action #(files.reload :neuttower/game.json)}
"14x16 tile editor"
(openview #(TileEditView))
"Font editor"
(openview #(FontEditView))
"Portrait editor"
(openview #(PortraitEditView))
"Map editor"
(openview #(MapEditView))
"Full-screen bitmap editor"
(openview #(ScreenEditView :neuttower/title.screen) {:pause-after true})
{:target 300 :section "Tooling"}]
[h "Editing Editors With My Editor"
** "Lua provides a very dynamic environment"
(openview #(MapEditView))
(openfile :editor/mapedit.fnl {:split :right :line 235})
"Downside:"
{:image "presentation/pics/bsod.png" :justify :center :pause-after true}
{:target 180}]
[(bgimg "presentation/pics/bitsy.png")
{:action #(files.reload :bitsy/game.json)}
h "8-Bitsy"
** "Bitsy is a popular free, accessible, web-based game-making tool"
{:action boot-game}
"Spring Lisp Game Jam - 10 days to hack"
"Could I make my tools a little less... programmer-y?"
(openview #(MapEditView) {:pause-after true})
{:target 180 :section "Branching Out"}]
[h "Thanks!"
(openfile :neuttower/level6.fnl {:split :right :line 164})
** "Questions?"
(np **) {:topPadding 128}
"Jeremy Penner"
"https://spindleyq.itch.io/"
"https://blog.information-superhighway.net/"
"https://bitbucket.org/SpindleyQ/honeylisp"
"https://gamemaking.social/@SpindleyQ"
"https://twitter.com/SpindleyQ"
{:pause-after true :section "Thanks!"}]
])
; [(bgimg "presentation/pics/pete286.jpeg")
; h "Some Background"
; ** "2019: Built a 16-bit MS-DOS game engine, using only retro hardware and software."
; " * Driven by a custom Forth interpreter"
; {:target 90}]
; [(bgimg "presentation/pics/ggj2020.jpeg")
; h "Neut Tower"
; ** "2020: Created Neut Tower as part of two game jams.
; * Global Game Jam - One weekend - Feb 2020 - First two rooms
; * MS-DOS Game Jam - 1.5 months - April 2020 - 'Shareware Episode 1'"
; {:target 60}]
; [h "What is this unholy abomination?"
; ** "Lisp and Forth?!"
; {:image "presentation/pics/thinkhard.png" :justify :center}
; "Not super keen on writing a complicated compiler"
; " * \"Direct threaded\" inner interpreter"
; "Forth allows efficient, composable, interactive code"
; {:target 60}]
; [h "Wait WTF Is An Assembler"
; ** "It's just converting mnemonics to bytes, right?"
; "Whoooops, actually the hard part is converting labels to addresses"
; "Zero-page instructions are a different size, which messes up data layout!"
; "Initial pass is needed to gather all symbols to determine sizes"
; {:target 60}]
; [h "Step 5: Running on Hardware"
; ** "I have a IIgs with a serial cable - I can poke bytes in directly from the monitor"
; "]IN#2\n]PR#2\n]CALL-151"
; "Easy to send bytes faster than the monitor can process them"]
; [h "Audio"
; ** "I have a II+ with a cassette port"
; "LÖVE2D is a game engine - my editor can generate audio and play it back immediately"
; "Need to generate a BASIC program to bootstrap my machine code"
; (openfile :asm/tape.fnl {:split :right})
; " [:basic [10 :call :2061]]"
; "Future work: Apple Game Server fastloader"]
; [(bgimg "presentation/pics/beneath-apple-prodos.png")
; h "ProDOS"
; ** "Disk image is a must-have for distribution"
; (openfile :asm/prodos.fnl {:split :right :line 132})
; "Of course I wrote my own disk image generation code!"
; "Start with a blank ProDOS disk and add to it"
; "Fun bugs!"
; "* Accidentally implemented undelete instead of inserting new files at first"
; "* Read the free space bitmap backwards and overwrote the OS"
; "* Tried to name a volume starting with a number"]