Cleaned up code.
1. Moved from multiplex to mult 2. Moved functions inside a global function to avoid passing settings as parameters 3. Added some comments and changed some binding names.master
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daef10075f
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5a0079eafd
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@ -2,13 +2,12 @@
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<html lang="en">
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<html lang="en">
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<head>
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<head>
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<meta charset="utf-8">
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<meta charset="utf-8">
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<title>Simple CLJS</title>
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<title>Functional Reactive Pong in Clojure using core.async</title>
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<!--[if lt IE 9]>
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<!--[if lt IE 9]>
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<script src="http://html5shiv.googlecode.com/svn/trunk/html5.js"></script>
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<script src="http://html5shiv.googlecode.com/svn/trunk/html5.js"></script>
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<![endif]-->
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<![endif]-->
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</head>
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</head>
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<body>
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<body>
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<div>Frame: <span id="frame"></span></div>
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<div>FPS: <span id="fps"></span></div>
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<div>FPS: <span id="fps"></span></div>
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<div>State: <span id="state"></span></div>
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<div>State: <span id="state"></span></div>
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<svg style="border: 1px black solid" id="canvas">
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<svg style="border: 1px black solid" id="canvas">
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@ -19,6 +18,6 @@
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<!-- pointing to cljsbuild generated js file -->
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<!-- pointing to cljsbuild generated js file -->
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<script src="js/frpong.js"></script>
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<script src="js/frpong.js"></script>
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<script type="text/javascript">frpong.core.init()</script>
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<script type="text/javascript">frpong.core.frpong()</script>
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</body>
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</body>
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</html>
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</html>
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@ -1,6 +1,6 @@
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(ns frpong.core
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(ns frpong.core
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(:require [frpong.helpers :as h]
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(:require [frpong.helpers :as h :refer (mult tap)]
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[cljs.core.async :refer [<! >! chan put!]]
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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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(:require-macros [cljs.core.async.macros :as m :refer [go]]
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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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[frpong.core :refer (go-loop)]))
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@ -34,163 +34,173 @@
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(let [c (chan)]
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(let [c (chan)]
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(go
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(go
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(loop [prev (<! frames)]
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(loop [prev (<! frames)]
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(let [t (<! frames)]
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(if-let [t (<! frames)]
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(when (< t (* 10 prev))
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(do (when (< t (* 10 prev)) (>! c t))
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(>! c t))
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(recur t))
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(recur t))))
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(close! c))))
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c))
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c))
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(defn ticker [[frames stop-frames] ticks game-state]
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(defn next-pos [[x y] [vel-x vel-y] tick]
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(let [ticks-in (tick-chan (h/diff-chan frames))]
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[(+ x (* vel-x tick)) (+ y (* vel-y tick))])
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(go-loop
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(if-not (= :gameover (<! game-state))
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(>! ticks (<! ticks-in))
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(stop-frames)))))
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(defn ball-positioner [ticks vel pos-in pos-out]
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(defn ^:export frpong []
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(go-loop
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(let [width 800
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(let [tick (<! ticks)
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height 400
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[vel-x vel-y] (<! vel)
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padding 5
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[x y] (<! pos-in)
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paddle-size 100
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pos-next [(+ x (* vel-x tick)) (+ y (* vel-y tick))]]
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paddle-width 10
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(>! pos-out pos-next))))
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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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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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(defn paddle-positioner [keycodes max-y movement pos-in pos-out]
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[frames stop-frames] (h/frame-chan)]
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(let [keys (h/key-chan keycodes)]
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(go-loop
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(let [pos (<! pos-in)]
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(>! pos-out
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(condp = (<! keys)
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:up (max (- pos movement) 0)
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:down (min (+ pos movement) max-y)))))))
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(defn collision-detector
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(defn ticker [frames game-state ticks]
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[{:keys [width height padding paddle-size paddle-width]}
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(let [ticks-in (tick-chan (h/diff-chan frames))]
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ticks game-state pos vel-in vel-out pl-pos pr-pos]
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(go (loop []
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(let [ef-paddle-width (+ paddle-width padding)
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(let [gs (<! game-state)]
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adjust-v (fn [state v] [(condp = state
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(do (>! ticks (<! ticks-in))
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:collision-left (abs v)
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(if (= :gameover gs)
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:collision-right (- (abs v))
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(stop-frames)
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:moving v
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(recur))))))))
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:gameover 0)
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state])
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in-y-range? (fn [y p-pos] (and (> y (+ p-pos padding))
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(< y (- (+ p-pos paddle-size) padding))))
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detect-x-collision (fn [x y pl-pos pr-pos]
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(cond
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(< x ef-paddle-width)
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(if (in-y-range? y pl-pos) :collision-left :gameover)
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(> x (- width ef-paddle-width))
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(if (in-y-range? y pr-pos) :collision-right :gameover)
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:else :moving))
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detect-y-collision (fn [y] (cond
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(< y padding) :collision-left
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(> y (- height padding)) :collision-right
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:else :moving))]
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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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pl-pos (<! pl-pos)
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pr-pos (<! pr-pos)
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[xn yn] [(+ x (* vel-x tick)) (+ y (* vel-y tick))]
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[vel-xn bs-x] (adjust-v (detect-x-collision xn yn pl-pos pr-pos) vel-x)
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[vel-yn bs-y] (adjust-v (detect-y-collision yn) vel-y)]
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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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(= bs-x :gameover) :gameover
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(or (= bs-x :collision-left) (= bs-x :collision-right)
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(= bs-y :collision-left) (= bs-y :collision-right)) :collision
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:else :moving))))))
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(defn renderer [game-state pos pl-pos pr-pos]
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(defn ball-positioner [ticks vel pos-in pos-out]
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(let [ball-el (dom/by-id "ball")
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(go-loop
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state-el (dom/by-id "state")
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(let [tick (<! ticks)
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lpaddle-el (dom/by-id "lpaddle")
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pos-next (next-pos (<! pos-in) (<! vel) tick)]
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rpaddle-el (dom/by-id "rpaddle")]
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(>! pos-out pos-next))))
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(go-loop
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(let [[x y] (<! pos)
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gs (<! game-state)]
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(dom/set-text! state-el (name gs))
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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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(go-loop
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(dom/set-attr! lpaddle-el "y" (<! pl-pos)))
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(go-loop
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(dom/set-attr! rpaddle-el "y" (<! pr-pos)))))
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(defn game-setup [{:keys [width height padding paddle-size] :as layout} paddle-movement
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(defn paddle-positioner [keycodes pos-in pos-out]
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frames game-state pos vel pl-pos pr-pos]
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(let [keys (h/key-chan keycodes)]
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(let [max-y (- height paddle-size)
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(go-loop
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ticks (chan)
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(let [pos (<! pos-in)]
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[tick-pos tick-collsion tick-pl tick-pr] (h/multiplex ticks 4)
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(>! pos-out
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[pos-in pos-collision pos-render] (h/multiplex pos 3)
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(condp = (<! keys)
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[vel-pos vel-collision] (h/multiplex vel 2)
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:up (max (- pos paddle-step) 0)
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[pl-pos-in pl-pos-collision pl-pos-render] (h/multiplex pl-pos 3)
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:down (min (+ pos paddle-step) max-paddle-y)))))))
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[pr-pos-in pr-pos-collision pr-pos-render] (h/multiplex pr-pos 3)
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[game-state-ticker game-state-render] (h/multiplex game-state 2)]
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(ticker frames ticks game-state-ticker)
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(ball-positioner tick-pos vel-pos pos-in pos)
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(collision-detector layout tick-collsion game-state pos-collision vel-collision vel
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(h/sustain pl-pos-collision tick-pl)
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(h/sustain pr-pos-collision tick-pr))
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(paddle-positioner {83 :down 87 :up} max-y paddle-movement pl-pos-in pl-pos)
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(paddle-positioner {38 :up 40 :down} max-y paddle-movement pr-pos-in pr-pos)
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[game-state-render pos-render pl-pos-render pr-pos-render]))
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(defn game-init [{:keys [height paddle-size] :as layout}
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(defn collision-detector [ticks pos vel-in pl-pos pr-pos game-state vel-out]
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{:keys [init-pos init-vel paddle-movement]} frames]
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(defn in-y-range? [y paddle-y]
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(let [init-paddle-pos (/ (- height paddle-size) 2)
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(and (> y (+ paddle-y padding)) (< y (- (+ paddle-y paddle-size) padding))))
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pos (chan 1)
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vel (chan 1)
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pl-pos (chan 1)
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pr-pos (chan 1)
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game-state (chan 1)]
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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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(apply renderer
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(defn detect-x-collision [x y lpaddle-y rpaddle-y]
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(game-setup layout paddle-movement frames game-state pos vel pl-pos pr-pos))))
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(cond
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(< x ef-paddle-width)
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(if (in-y-range? y lpaddle-y) :collision-left :gameover)
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(> x (- width ef-paddle-width))
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(if (in-y-range? y rpaddle-y) :collision-right :gameover)
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:else :moving))
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(defn ^:export init []
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(defn detect-y-collision [y]
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(let [layout {:width 800
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(cond
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:height 400
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(< y padding) :collision-left
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:padding 5
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(> y (- height padding)) :collision-right
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:paddle-size 100
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:else :moving))
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:paddle-width 10
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:ball-radius 5}
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init-vals {:init-pos [50 100]
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:init-vel [0.3 0.33]
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:paddle-movement 20}
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[frames stop-frames] (h/frame-chan)
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(defn collision? [x-state y-state]
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[frames-fps frames-count frames-game] (h/multiplex frames 3)
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(or (= x-state :collision-left) (= x-state :collision-right)
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fps (h/map-chan #(/ 1000 %) (h/diff-chan frames-fps))
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(= y-state :collision-left) (= y-state :collision-right)))
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frames-count (h/counting-chan frames-count)
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fps-el (dom/by-id "fps")
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(defn adjust-vel [state v]
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frame-el (dom/by-id "frame")]
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(condp = state
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(doto (dom/by-id "canvas")
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:collision-left (abs v)
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(dom/set-style! "width" (str (:width layout) "px"))
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:collision-right (- (abs v))
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(dom/set-style! "height" (str (:height layout) "px")))
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:moving v
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(doto (dom/by-id "ball")
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:gameover 0))
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(dom/set-attr! "r" (:ball-radius layout))
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(dom/set-attr! "cx" (first (:init-pos init-vals)))
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(dom/set-attr! "cy" (second (:init-pos init-vals))))
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(doseq [id ["lpaddle" "rpaddle"]]
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(doto (dom/by-id id)
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(dom/set-attr! "width" (:paddle-width layout))
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(dom/set-attr! "height" (:paddle-size layout))
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(dom/set-attr! "y" (/ (- (:height layout) (:paddle-size layout)) 2))))
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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 layout) (:paddle-width layout)))
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(go-loop
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(go-loop
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(dom/set-text! fps-el (<! fps))
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(let [tick (<! ticks)
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(dom/set-text! frame-el (<! frames-count)))
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[vel-x vel-y] (<! vel-in)
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(game-init layout init-vals [frames-game stop-frames])))
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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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(>! 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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(defn renderer [ticks game-state pos 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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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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(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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(dom/set-text! fps-el fps)
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(dom/set-text! state-el (name gs))
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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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(go-loop
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(dom/set-attr! lpaddle-el "y" (<! pl-pos)))
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(go-loop
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(dom/set-attr! rpaddle-el "y" (<! pr-pos)))))
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(defn setup-components [frames game-state pos vel pl-pos pr-pos]
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(let [ticks (chan)
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ticks-m (mult ticks)
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pos-m (mult pos)
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vel-m (mult vel)
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pl-pos-m (mult pl-pos)
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pr-pos-m (mult pr-pos)
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game-state-m (mult game-state)]
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(ticker frames (tap game-state-m) ticks)
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(ball-positioner (tap ticks-m) (tap vel-m) (tap pos-m) pos)
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(paddle-positioner {83 :down 87 :up} (tap pl-pos-m) pl-pos)
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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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(h/sustain (tap pl-pos-m) (tap ticks-m (chan (sliding-buffer 1000))))
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(h/sustain (tap pr-pos-m) (tap ticks-m (chan (sliding-buffer 1000))))
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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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(defn layout-game []
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(doto (dom/by-id "canvas")
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(dom/set-style! "width" (str width "px"))
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(dom/set-style! "height" (str height "px")))
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(doto (dom/by-id "ball")
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(dom/set-attr! "r" ball-radius)
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(dom/set-attr! "cx" (first init-pos))
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(dom/set-attr! "cy" (second init-pos)))
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(doseq [id ["lpaddle" "rpaddle"]]
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(doto (dom/by-id id)
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(dom/set-attr! "width" paddle-width)
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(dom/set-attr! "height" paddle-size)
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(dom/set-attr! "y" (/ (- height paddle-size) 2))))
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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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(let [init-paddle-pos (/ (- height paddle-size) 2) ;; initial paddle position
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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
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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
|
||||||
|
(put! pos init-pos)
|
||||||
|
(put! vel init-vel)
|
||||||
|
(put! pl-pos init-paddle-pos)
|
||||||
|
(put! pr-pos init-paddle-pos)
|
||||||
|
(put! game-state :moving)))
|
||||||
|
|
||||||
|
(start-game)))
|
||||||
|
|
|
@ -195,3 +195,70 @@
|
||||||
(recur (rem (inc count) n)))
|
(recur (rem (inc count) n)))
|
||||||
(close! c))))
|
(close! c))))
|
||||||
c))
|
c))
|
||||||
|
|
||||||
|
(defprotocol Mux
|
||||||
|
(muxch* [_]))
|
||||||
|
|
||||||
|
(defprotocol Mult
|
||||||
|
(tap* [m ch close?])
|
||||||
|
(untap* [m ch])
|
||||||
|
(untap-all* [m]))
|
||||||
|
|
||||||
|
(defn mult
|
||||||
|
"Creates and returns a mult(iple) of the supplied channel. Channels
|
||||||
|
containing copies of the channel can be created with 'tap', and
|
||||||
|
detached with 'untap'.
|
||||||
|
|
||||||
|
Each item is distributed to all taps in parallel and synchronously,
|
||||||
|
i.e. each tap must accept before the next item is distributed. Use
|
||||||
|
buffering/windowing to prevent slow taps from holding up the mult.
|
||||||
|
|
||||||
|
Items received when there are no taps get dropped.
|
||||||
|
|
||||||
|
If a tap put throws an exception, it will be removed from the mult."
|
||||||
|
[ch]
|
||||||
|
(let [cs (atom {}) ;;ch->close?
|
||||||
|
m (reify
|
||||||
|
Mux
|
||||||
|
(muxch* [_] ch)
|
||||||
|
|
||||||
|
Mult
|
||||||
|
(tap* [_ ch close?] (swap! cs assoc ch close?) nil)
|
||||||
|
(untap* [_ ch] (swap! cs dissoc ch) nil)
|
||||||
|
(untap-all* [_] (reset! cs {}) nil))
|
||||||
|
dchan (chan 1)
|
||||||
|
dctr (atom nil)
|
||||||
|
done #(when (zero? (swap! dctr dec))
|
||||||
|
(put! dchan true))]
|
||||||
|
(go (loop []
|
||||||
|
(let [val (<! ch)]
|
||||||
|
(if (nil? val)
|
||||||
|
(doseq [[c close?] @cs]
|
||||||
|
(when close? (close! c)))
|
||||||
|
(let [chs (keys @cs)]
|
||||||
|
(reset! dctr (count chs))
|
||||||
|
(doseq [c chs]
|
||||||
|
(put! c val done))
|
||||||
|
;;wait for all
|
||||||
|
(when (seq chs)
|
||||||
|
(<! dchan))
|
||||||
|
(recur))))))
|
||||||
|
m))
|
||||||
|
|
||||||
|
(defn tap
|
||||||
|
"Copies the mult source onto the supplied channel.
|
||||||
|
|
||||||
|
By default the channel will be closed when the source closes,
|
||||||
|
but can be determined by the close? parameter."
|
||||||
|
([mult] (tap mult (chan)))
|
||||||
|
([mult ch] (tap mult ch true))
|
||||||
|
([mult ch close?] (tap* mult ch close?) ch))
|
||||||
|
|
||||||
|
(defn untap
|
||||||
|
"Disconnects a target channel from a mult"
|
||||||
|
[mult ch]
|
||||||
|
(untap* mult ch))
|
||||||
|
|
||||||
|
(defn untap-all
|
||||||
|
"Disconnects all target channels from a mult"
|
||||||
|
[mult] (untap-all* mult))
|
Loading…
Reference in New Issue