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@ -1,7 +1,8 @@ |
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(ns frpong.core |
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(:require [frpong.helpers :refer (mult tap diff-chan key-chan frame-chan sustain)] |
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[cljs.core.async :refer [<! >! chan put! close! sliding-buffer]] |
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[domina :as dom :refer [log]]) |
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[domina :as dom :refer [log]] |
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[domina.events :as ev]) |
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(:require-macros [cljs.core.async.macros :as m :refer [go]] |
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[frpong.core :refer (go-loop)])) |
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;; |
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@ -28,8 +29,17 @@ |
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;; | renderer | |
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;; +----------+ |
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(defn rand [] (.random js/Math)) |
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(defn abs [x] (.abs js/Math x)) |
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(def PI 3.141592653589793) |
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(defn deg->rad [deg] (* (/ deg 180) PI)) |
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(defn cos [x] (.cos js/Math x)) |
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(defn sin [x] (.sin js/Math x)) |
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(defn tick-chan [frames] |
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(let [c (chan)] |
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(go |
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@ -50,32 +60,17 @@ |
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paddle-size 100 |
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paddle-width 10 |
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ball-radius 5 |
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init-pos [50 100] |
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init-vel [0.2 0.23] |
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ball-speed 0.33 |
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init-pos [(/ width 2) (/ height 2)] |
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init-vel (let [sgn #(if (< % 0.5) -1 1) |
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deg (+ 35 (* 20 (rand))) |
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rad (deg->rad deg)] |
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(map #(* ball-speed %) |
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[(* (sgn (rand)) (sin rad)) (* (sgn (rand)) (cos rad))])) |
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paddle-step 20 |
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max-paddle-y (- height paddle-size) |
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ef-paddle-width (+ paddle-width padding) |
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init-paddle-pos (/ (- height paddle-size) 2) |
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[frames stop-frames] (frame-chan)] |
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(defn start-game |
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"Sets up the game, creates the signals and sets up the components, and starts the game." |
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[] |
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(let [pos (chan 1) ;; ball position signal |
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vel (chan 1) ;; ball velocity signal |
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pl-pos (chan 1) ;; paddle left position signal |
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pr-pos (chan 1) ;; paddle right position signal |
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game-state (chan 1)] ;; game state signal |
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(layout-game) |
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(setup-components frames game-state pos vel pl-pos pr-pos) |
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;; start the game by setting the initial values of the signals |
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(put! pos init-pos) |
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(put! vel init-vel) |
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(put! pl-pos init-paddle-pos) |
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(put! pr-pos init-paddle-pos) |
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(put! game-state :moving))) |
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init-paddle-pos (/ (- height paddle-size) 2)] |
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(defn layout-game |
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"Lays out the game screen." |
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@ -95,12 +90,30 @@ |
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(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 start-game |
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"Sets up the game by creating the signals and setting up the components and starts the game." |
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[] |
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(let [frames (frame-chan) ;; frames signal |
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pos (chan 1) ;; ball position signal |
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vel (chan 1) ;; ball velocity signal |
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pl-pos (chan 1) ;; paddle left position signal |
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pr-pos (chan 1) ;; paddle right position signal |
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game-state (chan 1)] ;; game state signal, the state of the game and the current score |
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(setup-components frames game-state pos vel pl-pos pr-pos) |
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;; start the game by setting the initial values of the signals |
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(put! pos init-pos) |
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(put! vel init-vel) |
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(put! pl-pos init-paddle-pos) |
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(put! pr-pos init-paddle-pos) |
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(put! game-state [:moving 0]))) |
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(defn setup-components |
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"Multiplexes the signals and sets up the components by connecting them using the signals |
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tapped from the multiplexers. |
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The signals are taken as parameters." |
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[frames game-state pos vel pl-pos pr-pos] |
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(let [ticks (chan) ;; tick signal |
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(let [ticks (chan) ;; ticks signal |
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ticks-m (mult ticks) ;; multiplexers for all signals |
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pos-m (mult pos) |
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vel-m (mult vel) |
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@ -120,9 +133,9 @@ |
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(paddle-positioner {38 :up 40 :down} (tap pr-pos-m) pr-pos) |
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(collision-detector (tap ticks-m) (tap pos-m) (tap vel-m) |
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pl-pos-sust pr-pos-sust game-state vel) |
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pl-pos-sust pr-pos-sust (tap game-state-m) game-state vel) |
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(renderer (tap ticks-m) (tap game-state-m) (tap pos-m) (tap pl-pos-m) (tap pr-pos-m)))) |
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(renderer (tap ticks-m) (tap game-state-m) (tap pos-m) (tap vel-m) (tap pl-pos-m) (tap pr-pos-m)))) |
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(defn ticker |
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"Ticker component. |
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@ -130,12 +143,12 @@ |
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as long as the `game-state` signal is not :gameover. Once the `game-state` signal is |
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:gameover, stops the `frames` signal hence stopping the entire game. |
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Each tick is the number of milliseconds since the last tick was generated." |
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[frames game-state ticks] |
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[[frames stop-frames] game-state ticks] |
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(let [ticks-in (tick-chan (diff-chan frames))] |
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(go (loop [] |
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(let [gs (<! game-state)] |
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(let [[state _] (<! game-state)] |
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(do (>! ticks (<! ticks-in)) |
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(if (= :gameover gs) |
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(if (= :gameover state) |
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(stop-frames) |
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(recur)))))))) |
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@ -163,7 +176,7 @@ |
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:up (max (- pos paddle-step) 0) |
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:down (min (+ pos paddle-step) max-paddle-y))))))) |
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(defn collision-detector [ticks pos vel-in pl-pos pr-pos game-state vel-out] |
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(defn collision-detector [ticks pos vel-in pl-pos pr-pos game-state-in game-state vel-out] |
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"Collision Detector component. |
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Detects the collision of the ball with the walls and the paddles and accordingly calculates |
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and outputs the next ball velocity and next game state to the `vel-out` and `game-state` |
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@ -187,9 +200,8 @@ |
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(> y (- height padding)) :collision-right |
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:else :moving)) |
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(defn collision? [x-state y-state] |
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(or (= x-state :collision-left) (= x-state :collision-right) |
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(= y-state :collision-left) (= y-state :collision-right))) |
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(defn collision-state? [state] |
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(or (= state :collision-left) (= state :collision-right))) |
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(defn adjust-vel [state v] |
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(condp = state |
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@ -198,40 +210,60 @@ |
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:moving v |
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:gameover 0)) |
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(defn perturb [v] (* v (+ 1 (/ (- (rand) 0.5) 25)))) |
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(go-loop |
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(let [tick (<! ticks) |
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[vel-x vel-y] (<! vel-in) |
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[x y] (<! pos) |
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lpaddle-y (<! pl-pos) |
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rpaddle-y (<! pr-pos) |
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[xn yn] (next-pos [x y] [vel-x vel-y] tick) |
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x-state (detect-x-collision xn yn lpaddle-y rpaddle-y) |
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vel-xn (adjust-vel x-state vel-x) |
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y-state (detect-y-collision yn) |
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vel-yn (adjust-vel y-state vel-y)] |
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(let [;; get all current values |
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tick (<! ticks) |
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[vel-x vel-y] (<! vel-in) |
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[x y] (<! pos) |
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lpaddle-y (<! pl-pos) |
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rpaddle-y (<! pr-pos) |
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[xn yn] (next-pos [x y] [vel-x vel-y] tick) |
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[_ score] (<! game-state-in) |
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;; calculate next position and detect collision |
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x-state (detect-x-collision xn yn lpaddle-y rpaddle-y) |
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vel-xn (adjust-vel x-state vel-x) |
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y-state (detect-y-collision yn) |
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vel-yn (adjust-vel y-state vel-y) |
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x-collision (collision-state? x-state) |
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y-collision (collision-state? y-state) |
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;; calculate next game state |
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state-n (cond |
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(= x-state :gameover) :gameover |
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(or x-collision y-collision) :collision |
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:else :moving) |
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score-n (if x-collision (inc score) score) |
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;; add a small random perturbation to the ball velocity on collision with paddles |
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[vel-xn vel-yn] (if x-collision |
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(map perturb [vel-xn vel-yn]) |
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[vel-xn vel-yn])] |
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(>! vel-out [vel-xn vel-yn]) |
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(>! game-state |
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(cond |
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(= x-state :gameover) :gameover |
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(collision? x-state y-state) :collision |
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:else :moving))))) |
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(>! game-state [state-n score-n])))) |
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(defn renderer |
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"Renderer component. |
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Renders the ball and paddle positions on the browser. Also shows the game state and stats. |
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Reads the current values from the signals supplied as parameters." |
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[ticks game-state pos pl-pos pr-pos] |
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[ticks game-state pos vel pl-pos pr-pos] |
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(let [ball-el (dom/by-id "ball") |
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state-el (dom/by-id "state") |
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score-el (dom/by-id "score") |
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lpaddle-el (dom/by-id "lpaddle") |
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rpaddle-el (dom/by-id "rpaddle") |
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fps-el (dom/by-id "fps")] |
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fps-el (dom/by-id "fps") |
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vel-el (dom/by-id "vel")] |
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(go-loop |
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(let [fps (/ 1000 (<! ticks)) |
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[x y] (<! pos) |
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gs (<! game-state)] |
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(let [fps (/ 1000 (<! ticks)) |
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[x y] (<! pos) |
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[state score] (<! game-state)] |
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(dom/set-text! fps-el fps) |
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(dom/set-text! state-el (name gs)) |
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(dom/set-text! state-el (name state)) |
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(dom/set-text! score-el score) |
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(dom/set-text! vel-el (<! vel)) |
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(doto ball-el |
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(dom/set-attr! "cx" x) |
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(dom/set-attr! "cy" y)))) |
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@ -240,5 +272,6 @@ |
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(go-loop |
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(dom/set-attr! rpaddle-el "y" (<! pr-pos))))) |
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;; Everything is ready now. Start the game! |
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(start-game))) |
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;; Everything is ready now. Layout the game and start it on any keypress! |
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(layout-game) |
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(ev/listen-once! :keypress start-game))) |
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