frpong/src/cljs/frpong/core.cljs

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(ns frpong.core
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(:require [frpong.helpers :refer (mult tap map-chan diff-chan key-chan frame-chan event-chan sustain)]
[cljs.core.async :refer [<! >! chan put! close! sliding-buffer]]
[domina :as dom :refer [log]]
[domina.events :as ev])
(:require-macros [cljs.core.async.macros :as m :refer [go]]
[frpong.core :refer (go-loop)]))
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;;
;; Signal Diagram
;;
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;; +---------------------+
;; | +-------------+ |
;; | | | |
;; v v | |
;; +----------+ vel-chan | |
;; +-->|c-detector+----------+ |
;; | +----------+ | |
;; | +-----------------+ |
;; | | +-----------------+
;; | | | |
;; | v v |
;; +---------+ frame-chan +------+ tick-chan | +----------+ pos-chan |
;; |frame-gen+------------>|ticker+-----------+-->|positioner+--------------+
;; +---------+ +------+ +----------+ |
;; +---------------------+
;; |
;; v
;; +----------+
;; | renderer |
;; +----------+
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(defn abs [x] (.abs js/Math x))
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(defn sqrt [x] (.sqrt js/Math x))
(defn sq [x] (* x x))
(def PI 3.141592653589793)
(defn deg->rad [deg] (* (/ deg 180) PI))
(defn cos [x] (.cos js/Math x))
(defn sin [x] (.sin js/Math x))
(defn tick-chan [frames]
(let [c (chan)]
(go
(loop [prev (<! frames)]
(if-let [t (<! frames)]
(do (when (< t (* 10 prev)) (>! c t))
(recur t))
(close! c))))
c))
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;; Global settings
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(def *width* (- (.-scrollWidth (.-body js/document)) 20))
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(def *height* (- (.-scrollHeight (.-body js/document)) 130))
(def *center* [(/ *width* 2 ) (/ *height* 2)])
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(def *padding* 5)
(def *paddle-size* 100)
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(def *ball-radius* 8)
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(def *ball-speed* 0.6)
(def *init-vel-deg-lim* [35 55])
(def *perturb-factor* 0.02)
(def *paddle-width* 10)
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(def *paddle-step* 8)
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(def *max-paddle-y* (- *height* *paddle-size*))
(def *ef-paddle-width* (+ *paddle-width* *padding*))
(def *init-paddle-pos* (/ (- *height* *paddle-size*) 2))
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(def *gravity* (atom 0.01))
;; listen for changes in the gravity input slider and set the atom value accordingly
(ev/listen! (dom/by-id "gravity") :change
#(let [val (* (int (dom/value (dom/by-id "gravity"))) 0.005)]
(reset! *gravity* val)
(.blur (dom/by-id "gravity"))))
(defn layout-game
"Lays out the game screen."
[]
(doto (dom/by-id "canvas")
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(dom/set-style! "width" (str *width* "px"))
(dom/set-style! "height" (str *height* "px")))
(doto (dom/by-id "ball")
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(dom/set-attr! "r" *ball-radius*)
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(dom/set-attr! "cx" (first *center*))
(dom/set-attr! "cy" (second *center*)))
(doto (dom/by-id "score")
(dom/set-attr! "x" (first *center*))
(dom/set-attr! "y" (second *center*)))
(doseq [id ["lpaddle" "rpaddle"]]
(doto (dom/by-id id)
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(dom/set-attr! "width" *paddle-width*)
(dom/set-attr! "height" *paddle-size*)
(dom/set-attr! "y" (/ (- *height* *paddle-size*) 2))))
(dom/set-attr! (dom/by-id "lpaddle") "x" 0)
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(dom/set-attr! (dom/by-id "rpaddle") "x" (- *width* *paddle-width*)))
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(defn initial-velocity
"Calculates a random initial ball velocity, randomly in any four quadrants, between
the limits of degrees specified by *init-vel-deg-lim*."
[]
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(let [[l h] *init-vel-deg-lim*
sgn #(if (< % 0.5) -1 1)
deg (+ l (* (- h l) (rand)))
rad (deg->rad deg)]
(map #(* *ball-speed* %)
[(* (sgn (rand)) (sin rad)) (* (sgn (rand)) (cos rad))])))
(defn start-game
"Sets up the game by creating the signals and setting up the components and starts the game."
[]
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(let [frames (frame-chan) ;; frames signal
keydowns (event-chan :keydown) ;; keydowns signal
keyups (event-chan :keyup) ;; keyups signal
pos (chan 1) ;; ball position signal
vel (chan 1) ;; ball velocity signal
acc (chan 1) ;; ball acceleration signal
pd-pos (chan 1) ;; paddles position signal
game-state (chan 1) ;; game state signal, the state of the game and the current score
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init-vel (initial-velocity)]
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(log "Starting game")
(setup-components frames keydowns keyups game-state pos vel acc pd-pos)
;; start the game by setting the initial values of the signals
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(put! pos *center*)
(put! vel init-vel)
(put! pd-pos [*init-paddle-pos* *init-paddle-pos*])
(put! game-state [:moving 0])))
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(defn start-on-space []
(ev/listen-once! :keypress #(if (= (:keyCode %) 32) (start-game) (start-on-space))))
(defn setup-components
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"Creates mult(iple)s of the signals and sets up the components by connecting them using
the signals tapped from the mults.
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The signals and their stop functions are taken as parameters."
[[frames stop-frames] [keydowns stop-keydowns] [keyups stop-keyups]
game-state pos vel acc pd-pos]
(let [ticks (chan) ;; ticks signal
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ticks-m (mult ticks) ;; mult(iple)s for all signals
keydowns-m (mult keydowns)
keyups-m (mult keyups)
pos-m (mult pos)
vel-m (mult vel)
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acc-m (mult acc)
pd-pos-m (mult pd-pos)
game-state-m (mult game-state)
;; calling this will stop the frames, keydowns and keyups signals and hence stop the game
stop-game #(do (stop-frames) (stop-keydowns) (stop-keyups))]
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;; set up the components by tapping into mults
(ticker frames stop-game (tap game-state-m) ticks)
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(gravitation (tap pos-m) acc)
(ball-positioner (tap ticks-m) (tap pos-m) (tap vel-m) (tap acc-m) pos)
(paddle-positioner
(key-chan (tap keydowns-m) (tap keyups-m) (tap ticks-m) {83 :s 87 :w 38 :up 40 :down})
(tap pd-pos-m) pd-pos)
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(collision-detector (tap ticks-m) (tap pos-m) (tap vel-m) (tap acc-m)
(tap pd-pos-m) (tap game-state-m) game-state vel)
(renderer (tap ticks-m) (tap game-state-m) (tap pos-m) (tap pd-pos-m))))
(defn ticker
"Ticker component.
Converts `frames` signal to ticks and outputs them to the `ticks` signal
as long as the `game-state` signal is not :gameover. Once the `game-state` signal is
:gameover, stops the game by calling the `stop-game` function.
Each tick is the number of milliseconds since the last tick was generated."
[frames stop-game game-state ticks]
(let [ticks-in (tick-chan (diff-chan frames))]
(go (loop []
(let [[state _] (<! game-state)]
(do (>! ticks (<! ticks-in))
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(if-not (= :gameover state)
(recur)
(stop-game))))))))
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(defn gravity-acc
"Calculates acceleration due to gravitation for the ball caused by a unit mass placed at the
center of the board."
[[x y]]
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(let [grav (deref *gravity*)
[cx cy] *center*
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x-dist (- cx x)
y-dist (- cy y)
distance (sqrt (+ (sq x-dist) (sq y-dist)))
bearing [(/ x-dist distance) (/ y-dist distance)]]
(if-not (= distance 0)
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(map #(* grav % (/ 1 distance)) bearing)
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[0 0])))
(defn gravitation
"Gravitation component.
Calculates acceleration due to gravitation using the pos from the `pos-in` signal and outputs
it to the `acc` signal."
[pos-in acc]
(go-loop
(>! acc (gravity-acc (<! pos-in)))))
(defn next-pos [[x y] [vel-x vel-y] [acc-x acc-y] tick]
[(+ x (* vel-x tick) (* acc-x (sq tick))) (+ y (* vel-y tick) (* acc-y (sq tick)))])
(defn ball-positioner
"Ball Positioner component.
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Calculates the next ball position using the current ball position, velocity and acceleration
(from the `pos-in`, `vel` and `acc` signals respectively) and the current tick (from the
`ticks` signal) and outputs it to the `pos-out` signal."
[ticks pos-in vel acc pos-out]
(go-loop
(let [tick (<! ticks)
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pos-next (next-pos (<! pos-in) (<! vel) (<! acc) tick)]
(>! pos-out pos-next))))
(defn paddle-positioner
"Paddle Positioner component.
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Captures the keys signal for the provides keycodes and calculates the next paddle
positions using the current paddle positions (from the `pos-in` signal) and keys signal
and outputs it to the `pos-out` signal."
[keys pos-in pos-out]
(go-loop
(let [[lpos rpos] (<! pos-in)
ks (<! keys)
move (fn [pos up down]
(cond
(contains? ks up) (max (- pos *paddle-step*) 0)
(contains? ks down) (min (+ pos *paddle-step*) *max-paddle-y*)
:else pos))]
(>! pos-out [(move lpos :w :s) (move rpos :up :down)]))))
(defn in-y-range? [y paddle-y]
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(and (> y (- paddle-y *padding*)) (< y (+ paddle-y *paddle-size* *padding*))))
(defn detect-x-collision [x y lpaddle-y rpaddle-y]
(cond
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(< x *ef-paddle-width*)
(if (in-y-range? y lpaddle-y) :collision-left :gameover)
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(> x (- *width* *ef-paddle-width*))
(if (in-y-range? y rpaddle-y) :collision-right :gameover)
:else :moving))
(defn detect-y-collision [y]
(cond
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(< y *padding*) :collision-left
(> y (- *height* *padding*)) :collision-right
:else :moving))
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(defn collision? [state]
(or (= state :collision-left) (= state :collision-right)))
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(defn adjust-vel [state vel]
(condp = state
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:collision-left (abs vel)
:collision-right (- (abs vel))
:moving vel
:gameover 0))
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(defn perturb [v] (* v (+ 1 (/ (- (rand) 0.5) (/ 0.5 *perturb-factor*)))))
(defn collision-detector [ticks pos vel-in acc pd-pos game-state-in game-state vel-out]
"Collision Detector component.
Detects the collision of the ball with the walls and the paddles and accordingly calculates
and outputs the next ball velocity and next game state to the `vel-out` and `game-state`
signals respectively.
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Reads the current tick, ball position, ball velocity, ball acceleration, left and right paddle
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positions and game state from the `ticks`, `pos`, `vel-in`, `acc`, `pd-pos` and `game-state`
signals respectively."
(go-loop
(let [;; get all current values
tick (<! ticks)
[vel-x vel-y] (<! vel-in)
[x y] (<! pos)
[gx gy] (<! acc)
[lpaddle-y rpaddle-y] (<! pd-pos)
[_ score] (<! game-state-in)
;; calculate next position and detect collision
[xn yn] (next-pos [x y] [vel-x vel-y] [gx gy] tick)
x-state (detect-x-collision xn yn lpaddle-y rpaddle-y)
y-state (detect-y-collision yn)
x-collision (collision? x-state)
y-collision (collision? y-state)
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;; calculate next velocity and game state
vel-xn (min *ball-speed* (+ (adjust-vel x-state vel-x) (* gx tick)))
vel-yn (min *ball-speed* (+ (adjust-vel y-state vel-y) (* gy tick)))
state-n (cond
(= x-state :gameover) :gameover
(or x-collision y-collision) :collision
:else :moving)
score-n (if x-collision (inc score) score)
;; add a small random perturbation to the ball velocity on collision with paddles
[vel-xn vel-yn] (if x-collision
(map perturb [vel-xn vel-yn])
[vel-xn vel-yn])]
(>! vel-out [vel-xn vel-yn])
(>! game-state [state-n score-n]))))
(defn renderer
"Renderer component.
Renders the ball and paddle positions on the browser. Also shows the game state and stats.
Reads the current values from the signals supplied as parameters."
[ticks game-state pos pd-pos]
(let [ball-el (dom/by-id "ball")
state-el (dom/by-id "state")
score-el (dom/by-id "score")
lpaddle-el (dom/by-id "lpaddle")
rpaddle-el (dom/by-id "rpaddle")
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fps-el (dom/by-id "fps")]
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(dom/set-style! ball-el "fill" "orange")
(dom/set-text! state-el "")
(go (loop [fps-p nil score-p nil]
(let [fps (int (/ 1000 (<! ticks)))
[x y] (<! pos)
[lpaddle-y rpaddle-y] (<! pd-pos)
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[state score] (<! game-state)]
(doto ball-el
(dom/set-attr! "cx" x)
(dom/set-attr! "cy" y))
(dom/set-attr! lpaddle-el "y" lpaddle-y)
(dom/set-attr! rpaddle-el "y" rpaddle-y)
(when-not (= fps fps-p)
(dom/set-text! fps-el fps))
(when-not (= score score-p)
(dom/set-text! score-el score))
(when (= state :gameover)
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(do (dom/set-style! ball-el "fill" "red")
(dom/set-text! state-el "press <space> to restart")
(start-on-space)))
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(recur fps score))))))
;; Everything is ready now. Layout the game and start it on pressing <space>!
(defn ^:export frpong []
(layout-game)
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(start-on-space))