     cpCircleShapeAlloc body 0.95 0 0 cpv cpCircleShapeInit cpCircleShape memory>struct
     [ shape>> 0 >>e ] [ shape>> 0 >>u ] bi drop ;
 
-TUPLE: chipmunk-world < wasd-world
+TUPLE: chipmunk-world < game-world
     space ;
 
 AFTER: chipmunk-world tick-game-world

    [ cpSpaceFreeChildren ]
    [ cpSpaceFree ] bi ;

M: chipmunk-world wasd-movement-speed drop 1/160. ;
M: chipmunk-world wasd-near-plane drop 1/32. ;
M: chipmunk-world wasd-far-plane drop 256.0 ;

GAME: chipmunk-demo {
        { world-class chipmunk-world }
        { title "Chipmunk Physics Demo" }
        { pixel-format-attributes {
            windowed
            double-buffered
            T{ depth-bits { value 24 } }
        } }
        { grab-input? t }
        { use-game-input? t }
        { pref-dim { 640 480 } }
        { tick-interval-micros $[ 60 fps ] }
    } ;

! Copyright (C) 2010 Erik Charlebois
! See http:// factorcode.org/license.txt for BSD license.
USING: accessors chipmunk classes.struct game.worlds kernel locals
math method-chains opengl.gl random sequences specialized-arrays
specialized-arrays.instances.alien.c-types.void* ui ui.gadgets.worlds
ui.pixel-formats ;
IN: chipmunk.demo

