Removed nested defns and moved top level let bindings to defs
parent
a03a829a5e
commit
f2ed5e513d
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@ -29,8 +29,6 @@
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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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@ -53,22 +51,20 @@
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(defn next-pos [[x y] [vel-x vel-y] tick]
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[(+ x (* vel-x tick)) (+ y (* vel-y tick))])
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(defn ^:export frpong []
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(let [body-el (.-body js/document)
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width (- (.-scrollWidth body-el) 20)
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height (- (.-scrollHeight body-el) 125)
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padding 5
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paddle-size 100
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paddle-width 10
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ball-radius 8
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ball-speed 0.33
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init-pos [(/ width 2) (/ height 2)]
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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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(def width (- (.-scrollWidth (.-body js/document)) 20))
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(def height (- (.-scrollHeight (.-body js/document)) 125))
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(def padding 5)
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(def paddle-size 100)
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(def paddle-width 10)
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(def ball-radius 8)
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(def ball-speed 0.33)
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(def init-pos [(/ width 2) (/ height 2)])
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(def paddle-step 20)
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(def max-paddle-y (- height paddle-size))
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(def ef-paddle-width (+ paddle-width padding))
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(def init-paddle-pos (/ (- height paddle-size) 2))
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(defn layout-game
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(defn layout-game
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"Lays out the game screen."
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[]
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(doto (dom/by-id "canvas")
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@ -86,7 +82,7 @@
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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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(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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@ -109,7 +105,7 @@
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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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(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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@ -138,7 +134,7 @@
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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 ticker
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(defn ticker
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"Ticker component.
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Converts `frames` signal to ticks and outputs them to the `ticks` signal
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as long as the `game-state` signal is not :gameover. Once the `game-state` signal is
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@ -153,7 +149,7 @@
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(stop-frames)
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(recur))))))))
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(defn ball-positioner
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(defn ball-positioner
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"Ball Positioner component.
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Calculates the next ball position using the current ball position (from the `pos-in` signal)
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and the current tick (from the `ticks` signal) and outputs it to the `pos-out` signal."
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@ -163,7 +159,7 @@
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pos-next (next-pos (<! pos-in) (<! vel) tick)]
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(>! pos-out pos-next))))
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(defn paddle-positioner
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(defn paddle-positioner
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"Paddle Positioner component.
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Captures the keydown signal for the provides keycodes and calculates the next paddle
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position using the current paddle position (from the `pos-in` signal) and keydown signal
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@ -177,17 +173,10 @@
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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-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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signals respectively.
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Reads the current tick, ball position, ball velocity and left and right paddle positions from
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the `ticks`, `pos`, `vel-in`, `pl-pos` and `pr-pos` signals respectively."
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(defn in-y-range? [y paddle-y]
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(defn in-y-range? [y paddle-y]
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(and (> y (- paddle-y padding)) (< y (+ paddle-y paddle-size padding))))
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(defn detect-x-collision [x y lpaddle-y rpaddle-y]
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(defn detect-x-collision [x y lpaddle-y rpaddle-y]
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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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@ -195,23 +184,31 @@
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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 detect-y-collision [y]
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(defn detect-y-collision [y]
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(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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(defn collision-state? [state]
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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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(defn adjust-vel [state v]
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(condp = state
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:collision-left (abs v)
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:collision-right (- (abs v))
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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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(defn perturb [v] (* v (+ 1 (/ (- (rand) 0.5) 25))))
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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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signals respectively.
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Reads the current tick, ball position, ball velocity, left and right paddle positions and game state
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from the `ticks`, `pos`, `vel-in`, `pl-pos`, `pr-pos` and `game-state` signals respectively."
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(go-loop
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(let [;; get all current values
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@ -245,7 +242,7 @@
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(>! vel-out [vel-xn vel-yn])
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(>! game-state [state-n score-n]))))
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(defn renderer
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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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@ -272,7 +269,7 @@
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(dom/set-text! score-el score))
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(when (= state :gameover)
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(do (dom/set-text! state-el "press <space> to restart")
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(ev/listen-once! :keypress start-game)))
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(ev/listen-once! :keypress #(when (= (:keyCode %) 32) (start-game)))))
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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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@ -282,6 +279,7 @@
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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. Layout the game and start it on any keypress!
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;; Everything is ready now. Layout the game and start it on pressing <space>!
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(defn ^:export frpong []
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(layout-game)
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(ev/listen-once! :keypress start-game)))
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(ev/listen-once! :keypress #(when (= (:keyCode %) 32) (start-game))))
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