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https://github.com/ryepup/rpd-towerdefense

tower defense game hobby project
https://github.com/ryepup/rpd-towerdefense

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tower defense game hobby project

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* Summary

This is a hobby project to make a turn-based towerdefense game.
This will be a more asynchronous game, where you set up the towers
then hit "go".

The "story" if I ever get around to making it, will be something
sci-fi-ish where the player is a deep-space miner and goes into
suspended animation for long periods of time, waking up to shore up
the defenses.

* Todo
** DONE foundation crap
** DONE get a grid for the playing board
** simulation
*** refinery
basic resource-gathering structure
* Implementation
** lisp for simulations
*** basic 2-stage plan/act cycle for each game piece
** sdl for rendering
*** fixed grid square size
I always get bogged down in making everything dynamic based on
window size, just keep it fixed for now.
*** animation queue
want to make some have animations that must run their course
before the next turn starts. Did something similar in sandbox,
but those were modelled like any other actor in the system, and I
think these should be separate to prevent snowballing.
**** simple list of objects on the renderer
They keep track of their age, and wait for all of them to die
before moving on to the next step in the simulation.
** coroutines for player actions
*** thread-based

| Call | T | Callfun | CR | val | ftp |
|------+---+---------+----------------+-----+-----|
| 0 | 0 | lck | waiting on lck | nil | T |
| 1 | 1 | | lck | nil | nil |
| 1 | 2 | | lck | 1 | nil |
| 1 | 3 | lck | waiting on cv | | |

| run lock | yield lock | waiting on cv | val | |
|----------+------------+---------------+-----+---|
| cal,cor | cor | | nil | |
| | cor | | nil | |
| cor | cor,cal | | nil | |
| cor | cor,cal | | 1 | |
| | cor,cal | | 1 | |
| | cor,cal | | 1 | |
| | | cor | 1 | |
| | cal | cor | | |

* assets
** http://opengameart.org/content/iron-plague-beaconbmp