Added randomness in initial and bouncing velocity, made the game to start on keypress, added score counting
This commit is contained in:
parent
1205e93160
commit
05b4abf0ef
@ -10,6 +10,8 @@
|
||||
<body>
|
||||
<div>FPS: <span id="fps"></span></div>
|
||||
<div>State: <span id="state"></span></div>
|
||||
<div>Score: <span id="score"></span></div>
|
||||
<div>Velocity: <span id="vel"></span></div>
|
||||
<svg style="border: 1px black solid" id="canvas">
|
||||
<circle id="ball" />
|
||||
<rect id="lpaddle" />
|
||||
|
@ -1,7 +1,8 @@
|
||||
(ns frpong.core
|
||||
(:require [frpong.helpers :refer (mult tap diff-chan key-chan frame-chan sustain)]
|
||||
[cljs.core.async :refer [<! >! chan put! close! sliding-buffer]]
|
||||
[domina :as dom :refer [log]])
|
||||
[domina :as dom :refer [log]]
|
||||
[domina.events :as ev])
|
||||
(:require-macros [cljs.core.async.macros :as m :refer [go]]
|
||||
[frpong.core :refer (go-loop)]))
|
||||
;;
|
||||
@ -28,8 +29,17 @@
|
||||
;; | renderer |
|
||||
;; +----------+
|
||||
|
||||
(defn rand [] (.random js/Math))
|
||||
|
||||
(defn abs [x] (.abs js/Math 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
|
||||
@ -50,32 +60,17 @@
|
||||
paddle-size 100
|
||||
paddle-width 10
|
||||
ball-radius 5
|
||||
init-pos [50 100]
|
||||
init-vel [0.2 0.23]
|
||||
ball-speed 0.33
|
||||
init-pos [(/ width 2) (/ height 2)]
|
||||
init-vel (let [sgn #(if (< % 0.5) -1 1)
|
||||
deg (+ 35 (* 20 (rand)))
|
||||
rad (deg->rad deg)]
|
||||
(map #(* ball-speed %)
|
||||
[(* (sgn (rand)) (sin rad)) (* (sgn (rand)) (cos rad))]))
|
||||
paddle-step 20
|
||||
max-paddle-y (- height paddle-size)
|
||||
ef-paddle-width (+ paddle-width padding)
|
||||
init-paddle-pos (/ (- height paddle-size) 2)
|
||||
|
||||
[frames stop-frames] (frame-chan)]
|
||||
|
||||
(defn start-game
|
||||
"Sets up the game, creates the signals and sets up the components, and starts the game."
|
||||
[]
|
||||
(let [pos (chan 1) ;; ball position signal
|
||||
vel (chan 1) ;; ball velocity signal
|
||||
pl-pos (chan 1) ;; paddle left position signal
|
||||
pr-pos (chan 1) ;; paddle right position signal
|
||||
game-state (chan 1)] ;; game state signal
|
||||
(layout-game)
|
||||
(setup-components frames game-state pos vel pl-pos pr-pos)
|
||||
|
||||
;; start the game by setting the initial values of the signals
|
||||
(put! pos init-pos)
|
||||
(put! vel init-vel)
|
||||
(put! pl-pos init-paddle-pos)
|
||||
(put! pr-pos init-paddle-pos)
|
||||
(put! game-state :moving)))
|
||||
init-paddle-pos (/ (- height paddle-size) 2)]
|
||||
|
||||
(defn layout-game
|
||||
"Lays out the game screen."
|
||||
@ -95,12 +90,30 @@
|
||||
(dom/set-attr! (dom/by-id "lpaddle") "x" 0)
|
||||
(dom/set-attr! (dom/by-id "rpaddle") "x" (- width paddle-width)))
|
||||
|
||||
(defn start-game
|
||||
"Sets up the game by creating the signals and setting up the components and starts the game."
|
||||
[]
|
||||
(let [frames (frame-chan) ;; frames signal
|
||||
pos (chan 1) ;; ball position signal
|
||||
vel (chan 1) ;; ball velocity signal
|
||||
pl-pos (chan 1) ;; paddle left position signal
|
||||
pr-pos (chan 1) ;; paddle right position signal
|
||||
game-state (chan 1)] ;; game state signal, the state of the game and the current score
|
||||
(setup-components frames game-state pos vel pl-pos pr-pos)
|
||||
|
||||
;; start the game by setting the initial values of the signals
|
||||
(put! pos init-pos)
|
||||
(put! vel init-vel)
|
||||
(put! pl-pos init-paddle-pos)
|
||||
(put! pr-pos init-paddle-pos)
|
||||
(put! game-state [:moving 0])))
|
||||
|
||||
(defn setup-components
|
||||
"Multiplexes the signals and sets up the components by connecting them using the signals
|
||||
tapped from the multiplexers.
|
||||
The signals are taken as parameters."
|
||||
[frames game-state pos vel pl-pos pr-pos]
|
||||
(let [ticks (chan) ;; tick signal
|
||||
(let [ticks (chan) ;; ticks signal
|
||||
ticks-m (mult ticks) ;; multiplexers for all signals
|
||||
pos-m (mult pos)
|
||||
vel-m (mult vel)
|
||||
@ -120,9 +133,9 @@
|
||||
(paddle-positioner {38 :up 40 :down} (tap pr-pos-m) pr-pos)
|
||||
|
||||
(collision-detector (tap ticks-m) (tap pos-m) (tap vel-m)
|
||||
pl-pos-sust pr-pos-sust game-state vel)
|
||||
pl-pos-sust pr-pos-sust (tap game-state-m) game-state vel)
|
||||
|
||||
(renderer (tap ticks-m) (tap game-state-m) (tap pos-m) (tap pl-pos-m) (tap pr-pos-m))))
|
||||
(renderer (tap ticks-m) (tap game-state-m) (tap pos-m) (tap vel-m) (tap pl-pos-m) (tap pr-pos-m))))
|
||||
|
||||
(defn ticker
|
||||
"Ticker component.
|
||||
@ -130,12 +143,12 @@
|
||||
as long as the `game-state` signal is not :gameover. Once the `game-state` signal is
|
||||
:gameover, stops the `frames` signal hence stopping the entire game.
|
||||
Each tick is the number of milliseconds since the last tick was generated."
|
||||
[frames game-state ticks]
|
||||
[[frames stop-frames] game-state ticks]
|
||||
(let [ticks-in (tick-chan (diff-chan frames))]
|
||||
(go (loop []
|
||||
(let [gs (<! game-state)]
|
||||
(let [[state _] (<! game-state)]
|
||||
(do (>! ticks (<! ticks-in))
|
||||
(if (= :gameover gs)
|
||||
(if (= :gameover state)
|
||||
(stop-frames)
|
||||
(recur))))))))
|
||||
|
||||
@ -163,7 +176,7 @@
|
||||
:up (max (- pos paddle-step) 0)
|
||||
:down (min (+ pos paddle-step) max-paddle-y)))))))
|
||||
|
||||
(defn collision-detector [ticks pos vel-in pl-pos pr-pos game-state vel-out]
|
||||
(defn collision-detector [ticks pos vel-in pl-pos pr-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`
|
||||
@ -187,9 +200,8 @@
|
||||
(> y (- height padding)) :collision-right
|
||||
:else :moving))
|
||||
|
||||
(defn collision? [x-state y-state]
|
||||
(or (= x-state :collision-left) (= x-state :collision-right)
|
||||
(= y-state :collision-left) (= y-state :collision-right)))
|
||||
(defn collision-state? [state]
|
||||
(or (= state :collision-left) (= state :collision-right)))
|
||||
|
||||
(defn adjust-vel [state v]
|
||||
(condp = state
|
||||
@ -198,40 +210,60 @@
|
||||
:moving v
|
||||
:gameover 0))
|
||||
|
||||
(defn perturb [v] (* v (+ 1 (/ (- (rand) 0.5) 25))))
|
||||
|
||||
(go-loop
|
||||
(let [tick (<! ticks)
|
||||
[vel-x vel-y] (<! vel-in)
|
||||
[x y] (<! pos)
|
||||
lpaddle-y (<! pl-pos)
|
||||
rpaddle-y (<! pr-pos)
|
||||
[xn yn] (next-pos [x y] [vel-x vel-y] tick)
|
||||
x-state (detect-x-collision xn yn lpaddle-y rpaddle-y)
|
||||
vel-xn (adjust-vel x-state vel-x)
|
||||
y-state (detect-y-collision yn)
|
||||
vel-yn (adjust-vel y-state vel-y)]
|
||||
(let [;; get all current values
|
||||
tick (<! ticks)
|
||||
[vel-x vel-y] (<! vel-in)
|
||||
[x y] (<! pos)
|
||||
lpaddle-y (<! pl-pos)
|
||||
rpaddle-y (<! pr-pos)
|
||||
[xn yn] (next-pos [x y] [vel-x vel-y] tick)
|
||||
[_ score] (<! game-state-in)
|
||||
|
||||
;; calculate next position and detect collision
|
||||
x-state (detect-x-collision xn yn lpaddle-y rpaddle-y)
|
||||
vel-xn (adjust-vel x-state vel-x)
|
||||
y-state (detect-y-collision yn)
|
||||
vel-yn (adjust-vel y-state vel-y)
|
||||
x-collision (collision-state? x-state)
|
||||
y-collision (collision-state? y-state)
|
||||
|
||||
;; calculate next game state
|
||||
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
|
||||
(cond
|
||||
(= x-state :gameover) :gameover
|
||||
(collision? x-state y-state) :collision
|
||||
:else :moving)))))
|
||||
(>! 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 pl-pos pr-pos]
|
||||
[ticks game-state pos vel pl-pos pr-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")
|
||||
fps-el (dom/by-id "fps")]
|
||||
fps-el (dom/by-id "fps")
|
||||
vel-el (dom/by-id "vel")]
|
||||
(go-loop
|
||||
(let [fps (/ 1000 (<! ticks))
|
||||
[x y] (<! pos)
|
||||
gs (<! game-state)]
|
||||
(let [fps (/ 1000 (<! ticks))
|
||||
[x y] (<! pos)
|
||||
[state score] (<! game-state)]
|
||||
(dom/set-text! fps-el fps)
|
||||
(dom/set-text! state-el (name gs))
|
||||
(dom/set-text! state-el (name state))
|
||||
(dom/set-text! score-el score)
|
||||
(dom/set-text! vel-el (<! vel))
|
||||
(doto ball-el
|
||||
(dom/set-attr! "cx" x)
|
||||
(dom/set-attr! "cy" y))))
|
||||
@ -240,5 +272,6 @@
|
||||
(go-loop
|
||||
(dom/set-attr! rpaddle-el "y" (<! pr-pos)))))
|
||||
|
||||
;; Everything is ready now. Start the game!
|
||||
(start-game)))
|
||||
;; Everything is ready now. Layout the game and start it on any keypress!
|
||||
(layout-game)
|
||||
(ev/listen-once! :keypress start-game)))
|
||||
|
Loading…
Reference in New Issue
Block a user