diff --git a/src/cljs/frpong/core.cljs b/src/cljs/frpong/core.cljs index e1f3c41..afa8020 100644 --- a/src/cljs/frpong/core.cljs +++ b/src/cljs/frpong/core.cljs @@ -1,5 +1,5 @@ (ns frpong.core - (:require [frpong.helpers :as h :refer (mult tap)] + (: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]]) (:require-macros [cljs.core.async.macros :as m :refer [go]] @@ -55,11 +55,82 @@ 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] (h/frame-chan)] + [frames stop-frames] (frame-chan)] - (defn ticker [frames game-state ticks] - (let [ticks-in (tick-chan (h/diff-chan frames))] + (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))) + + (defn layout-game + "Lays out the game screen." + [] + (doto (dom/by-id "canvas") + (dom/set-style! "width" (str width "px")) + (dom/set-style! "height" (str height "px"))) + (doto (dom/by-id "ball") + (dom/set-attr! "r" ball-radius) + (dom/set-attr! "cx" (first init-pos)) + (dom/set-attr! "cy" (second init-pos))) + (doseq [id ["lpaddle" "rpaddle"]] + (doto (dom/by-id id) + (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) + (dom/set-attr! (dom/by-id "rpaddle") "x" (- width paddle-width))) + + (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 + ticks-m (mult ticks) ;; mutliplexers for all signals + pos-m (mult pos) + vel-m (mult vel) + pl-pos-m (mult pl-pos) + pr-pos-m (mult pr-pos) + game-state-m (mult game-state) + + ;; paddle position signals are not at the same rate as the rest so they need to be + ;; sustained at the ticks rate + pl-pos-sust (sustain (tap pl-pos-m) (tap ticks-m (chan (sliding-buffer 1000)))) + pr-pos-sust (sustain (tap pr-pos-m) (tap ticks-m (chan (sliding-buffer 1000))))] + ;; set up the components + (ticker frames (tap game-state-m) ticks) + + (ball-positioner (tap ticks-m) (tap vel-m) (tap pos-m) pos) + (paddle-positioner {83 :down 87 :up} (tap pl-pos-m) pl-pos) + (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) + + (renderer (tap ticks-m) (tap game-state-m) (tap pos-m) (tap pl-pos-m) (tap pr-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 `frames` signal hence stopping the entire game." + [frames game-state ticks] + (let [ticks-in (tick-chan (diff-chan frames))] (go (loop [] (let [gs (! ticks (! pos-out pos-next)))) (defn paddle-positioner [keycodes pos-in pos-out] - (let [keys (h/key-chan keycodes)] + (let [keys (key-chan keycodes)] (go-loop (let [pos (! pos-out @@ -83,6 +158,12 @@ :down (min (+ pos paddle-step) max-paddle-y))))))) (defn collision-detector [ticks pos vel-in pl-pos pr-pos 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. + Reads the current tick, ball position, ball velocity and left and right paddle positions from + the `ticks`, `pos`, `vel-in`, `pl-pos` and `pr-pos` signals respectively." (defn in-y-range? [y paddle-y] (and (> y (+ paddle-y padding)) (< y (- (+ paddle-y paddle-size) padding)))) @@ -129,7 +210,11 @@ (collision? x-state y-state) :collision :else :moving))))) - (defn renderer [ticks game-state pos pl-pos pr-pos] + (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] (let [ball-el (dom/by-id "ball") state-el (dom/by-id "state") lpaddle-el (dom/by-id "lpaddle") @@ -149,58 +234,5 @@ (go-loop (dom/set-attr! rpaddle-el "y" (