Module Reference

Structs (struct.f)

Ramen uses a simple data structure facility. Provisions for type information are there but aren't currently being used.

word

stack diagram

description

struct

( -- <name>) )

Declare a struct

sfield

( struct bytes valtype -- <name> ) ( adr -- adr+n )

Declare a struct field

svar

( struct valtype -- <name> )

Short for cell <type> sfield <name>

The naming convention for fields is <struct>.<fieldname>. This will help with readability and avoid name collisions. It's a good idea to give your structs short, simple names.

Example:

struct color
    color 0 svar color.r
    color 0 svar color.g
    color 0 svar color.b
    color 0 svar color.a

Fixed-point operators (fixops.f)

See Fixed-Point Numbers on AllegroForthKit's documentation for more info.

These are low-level words for working with fixed-point numbers.

Fixed-point numbers in Ramen have a 20-bit integer part and a 12-bit fractional part. They're meant to enable sub-pixel motion of objects and rough geometrical calculations. If you need more mathematical precision, use floats and convert, bit shifting, or fractions (e.g. */.)

The need to work with integers is infrequent, so many Forth words are redefined to use fixed-point numbers. This, combined with fixed-point literal support, makes working with fixed-point in Ramen almost transparent. An easy way to remember if you need a fixed-point word or an integer word is if the number is a quantity of bytes or not.

These words are really important for you to learn as they're used everywhere in Ramen.

Conversion

word

stack diagram

description

1p

( i -- n )

Convert int to fixed

2p

( i i -- n n )

Convert 2 int(s) to fixed's

3p

( i i i -- n n n )

Convert 3 int(s) to fixed's

4p

( i i i i -- n n n n )

Convert 4 int(s) to fixed's

1i

( n -- i )

Convert fixed to int

2i

( n n -- i i )

Convert 2 fixed's to ints

3i

( n n n -- i i i )

Convert 3 fixed's to ints

4i

( n n n n -- i i i i )

Convert 4 fixed's to ints

1f

( n -- f: n )

Convert fixed to float

2f

( n n -- f: n n )

Convert 2 fixed's to floats

f>p

( f: n -- n )

Convert float to fixedp

Math

word

stack diagram

description

pfloor

( n -- n )

Round down

pceil

( n -- n )

Round up

2pfloor

( n n -- n n )

2pceil

( n n -- n n )

*

( n n -- n )

Multiply

/

( n n -- n )

Divide

/mod

( n n -- r q )

Slash-mod (returns remainder and quotient)

- and + work with integers and fixed-point numbers already so those are left alone.

External library conversion

word

stack diagram

description

1af

( n -- sf )

Convert fixedp to float on data stack.

2af

( n n -- sf sf )

Convert fixedp to float on data stack.

3af

( n n n -- sf sf sf )

Convert fixedp to float on data stack.

4af

( n n n n -- sf sf sf sf )

Convert fixedp to float on data stack.

Advanced Math

word

stack diagram

description

cos

( deg -- n )

Cosine

sin

( deg -- n )

Sine

acos

( n -- deg )

Inverse Cosine

asin

( n -- deg )

Inverse Sine

lerp

( src dest factor -- )

Interpolate

sqrt

( n -- n )

Square root

atan

( n -- n )

Arctangent

atan2

( n n -- n )

tan

( n -- n )

Tangent

log2

( n -- n )

Logarithm

>rad

( n -- n )

Convert degrees to radians

rescale

( n min1 max1 min2 max2 -- n )

Rescale a number proportionally from one range to another

anglerp

( src dest factor -- )

Interpolate angles

Integers

word

description

i*

Integer multiply

i/

Integer divide

Color unpacking

word

stack diagram

description

>rgba

( val -- r g b a )

Unpack hex RGBA to fixedp components (0 ~ 1.0)

>rgb

( val -- r g b )

Unpack hex RGB to fixedp components (0 ~ 1.0)

On-stack vectors

word

stack diagram

description

2+

( x y x y -- x y )

Two-Add

2-

( x y x y -- x y )

Two-Sub

2*

( x y x y -- x y )

Two-Multiply

2/

( x y x y -- x y )

Two-Divide

2mod

( x y x y -- x y )

Two-Mod (modulus)

2+ and 2- are redefined in AFKIT in roger.f. (The standard's versions aren't useful in the engine's program domain.) Other double number words are provided in the standard.

Modes

Generally you shouldn't be writing code that depends on the current base, but on occasion it's convenient, for instance when compiling standard Forth code into a Ramen project.

word

description

fixed

Switch to fixed point mode.

decimal

Switch to decimal mode.

Fixed-point literals (fixedp.f)

This file is actually packaged with AllegroForthKit.

Fixed-point literal support is required by Ramen. At the moment Forth systems must have a mechanism for extending the interpreter for Ramen to compile.

All numbers that aren't qualified by a base prefix such as $ are interpreted as fixed point. To force integer, prefix numbers with #.

The theory behind this is that you can write literals naturally, with no requirement to use a decimal point, making fixed-point number use almost transparent.

The quickest way to understand is to try it. After loading Ramen into Forth, type 1.5 3 + . and press <enter>. Notice that the decimal point is optional.

Assets (assets.f)

The asset system lets you declare assets in your code which will get automatically loaded when your game starts. The assets are loaded immediately at compile-time when declared.

In order for the publish facility to find your assets, you should place your assets in a subfolder of your project root called data/. (You can organize files within this folder however you like.)

Miscellaneous asset-related words:

word

stack diagram

description

assets>

( -- ) ( asset -- )

Run code body on each asset in the order they were declared.

#assets

( -- n )

Total number of declared assets.

.asset

( asset -- )

Print some info about an asset

.assets

( -- )

List all assets

findfile ( path c -- path c ) Search for an asset's file first in these locations, in this order:

  • Relative to the current working directory (project root)

  • Relative to the current source file being compiled.

If an asset isn't found, it aborts and throws an error message.

Defining an asset type

You can add new asset types. An asset type is a struct that extends the header described above. Defining an asset type is largely the same as defining a struct.

All assets have the following fields:

field

type

description

srcfile

cstring

Path of source file

<reloader>

xt

"Reloader" XT

The reloader is a unnamed field. You can, however, directly reload ( asset -- )

You will also need to define the asset loader and asset declaration word.

See the asset definition source files for examples.

word

stack diagram

description

defasset

( -- )

Define an asset type (or "asset definition")

register

( reloader-xt asset -- )

Add asset to the preload list and assign its reloader.

Load triggers

Load triggers are executed by the preloader in addition to assets. They are just XT's without any associated files.

loadtrig ( xt -- ) Add a load trigger.

The preloader

Ramen has a modifiable preloader that runs when published games start.

defer initdata ( -- ) Runs the preloader

The standard preloader loads all assets synchronously. When your game starts, it will display a blank screen while the assets load. The more assets you have declared, the longer the preload takes.

Redefine initdata with :is or is.

Images (image.f)

Asset that stores info about an Allegro bitmap, as well as information necessary to address "subimages" in the bitmap - that is, to treat it as an image strip, commonly used in games.

All of the fields are public.

field

type

description

image.bmp

ALLEGRO_BITMAP address

Bitmap pointed to by the image

image.subw

fixedp

Subimage width

image.subh

fixedp

Subimage height

image.fsubw

float

Same as subw

image.fsubh

float

Same as subh

image.subcols

fixedp

Number of subimage columns

image.subrows

fixedp

Number of subimage rows

image.subcount

fixedp

Total number of subimages

image.orgx

fixedp

Origin X (to be treated by a game as the center of rotation and scaling)

image.orgy

fixedp

Origin Y

Image management

word

stack diagram

description

imagew

( -- )

Get image width

imageh

( -- )

Get image height

imagewh

( -- )

Get image dimensions

/origin

( -- )

Set image's origin to its center.

reload-image

( image -- )

Load bitmap from its stored path and initialize the origin.

init-image

( path c image -- )

Initialize image (calling reload-image.)

image:

( path count -- )

Declare an image, loading it at compile-time.

>bmp

( image -- bitmap )

Get Allegro bitmap

load-image

( path count image -- )

Load a new bitmap into an image and change its path. The old bitmap is not destroyed.

free-image

( image -- )

The bitmap is destroyed. Note that the pointer is not cleared.

Subimages

word

stack diagram

description

subdivide

( tilew tileh image -- )

Initialize the subimage fields.

subxy

( n image -- x y )

Get the coordinates of the top left of a subimage.

subxywh

( n image -- x y w h )

Get the top-left coordinates, and the dimensions of a subimage.

afsubimg

( n image -- ALLEGRO_BITMAP fx fy fw fh )

Get the bitmap and the rectangle values as floats of a subimage. (Useful for passing to the Allegro library.)

imgsubbmp

( n image -- subbitmap )

Create an ALLEGRO_SUBBITMAP that stores info about a subimage.

Buffers (buffer.f)

Buffers are memory allocated from the OS heap at game start. This frees the programmer from the confines of the dictionary, which is typically a small and static size.

Buffer declaration example:

64 megs buffer: mybuffer

See the source for more.

Fonts (font.f)

Font assets. See the source for details. All font formats supported by Allegro 5 are supported.

Font declaration example:

s" data/path/to/font.ttf" #12 font: myfont.font

See the source for more.

Samples (sample.f)

Sample assets for playing sound effects.

Sample declaration example:

s" data/path/to/sample.wav" sample: mysample

Playing a sample: (Standard Packet)

mysample play 

See the source for more.

Colors (color.f)

A simple color struct. Just a barebones struct for now.

struct %color
    %color 0 svar color.r
    %color 0 svar color.g
    %color 0 svar color.b
    %color 0 svar color.a

Objects (obj.f)

Ramen's special data structure for game objects. See Objects

Stacks (stack.f)

Stacks are arrays of a predetermined size that you can push and pop values to and from. You can address the items by index. All items are one cell wide.

: stack  ( n -- ) create a stack
: #pushed  ( stack -- n ) get # of pushed items
: truncate  ( stk newsize -- ) set the stack size
: pop  ( stk -- val )
: push  ( val stk -- )  
: pushes  ( ... stk n -- )  push multiple items
: pops    ( stk n -- ... )  pop multiple items
: scount  ( stk -- addr count )  
: sbounds  ( stk -- end start ) utility for do/loop
: []  ( stk n -- addr )  get item by index
: nth ( n stk -- addr )  get item by index

table: ( -- <name> adr ) create an array you can comma data into
;table ( adr -- ) call to terminate the definition

Publish (publish.f)

See Publishing

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