diff --git a/resources/public/index.html b/resources/public/index.html index 9044477..9656711 100644 --- a/resources/public/index.html +++ b/resources/public/index.html @@ -10,6 +10,8 @@
FPS:
State:
+
Score:
+
Velocity:
diff --git a/src/cljs/frpong/core.cljs b/src/cljs/frpong/core.cljs index cce0e7b..65f6cfe 100644 --- a/src/cljs/frpong/core.cljs +++ b/src/cljs/frpong/core.cljs @@ -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 (! ticks ( 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 (! 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 (