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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@ -53,235 +51,235 @@
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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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(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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"Lays out the game screen."
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[]
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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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"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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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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(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) ;; 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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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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;; paddle position signals are not at the same rate as the rest so they need to be
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;; sustained at the ticks rate
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pl-pos-sust (sustain (tap pl-pos-m) (tap ticks-m (chan (sliding-buffer 1000))))
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pr-pos-sust (sustain (tap pr-pos-m) (tap ticks-m (chan (sliding-buffer 1000))))]
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;; set up the components
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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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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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(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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: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 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 [[state _] (<! game-state)]
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(do (>! ticks (<! ticks-in))
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(if (= :gameover state)
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(stop-frames)
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(recur))))))))
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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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[ticks vel pos-in pos-out]
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(go-loop
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(let [tick (<! ticks)
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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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"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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and outputs it to the `pos-out` signal."
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[keycodes pos-in pos-out]
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(let [keys (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 paddle-step) 0)
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:down (min (+ pos paddle-step) max-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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(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 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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(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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: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 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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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 [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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(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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(go (loop [fps-p nil state-p nil score-p nil]
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(let [fps (int (/ 1000 (<! ticks)))
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[x y] (<! pos)
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[state score] (<! game-state)
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state-text (condp = state
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:moving "Playing"
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:collision "Playing"
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:gameover "Game Over")]
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(when-not (= fps fps-p)
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(dom/set-text! fps-el fps))
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(when-not (= state state-p)
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(dom/set-text! state-el state-text))
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(when-not (= score score-p)
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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 #(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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(recur fps state-text score))))
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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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;; Everything is ready now. Layout the game and start it on pressing <space>!
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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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(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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(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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"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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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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(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) ;; 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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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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;; paddle position signals are not at the same rate as the rest so they need to be
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;; sustained at the ticks rate
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pl-pos-sust (sustain (tap pl-pos-m) (tap ticks-m (chan (sliding-buffer 1000))))
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pr-pos-sust (sustain (tap pr-pos-m) (tap ticks-m (chan (sliding-buffer 1000))))]
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;; set up the components
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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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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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(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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: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 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 [[state _] (<! game-state)]
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(do (>! ticks (<! ticks-in))
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(if (= :gameover state)
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(stop-frames)
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(recur))))))))
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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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[ticks vel pos-in pos-out]
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(go-loop
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(let [tick (<! ticks)
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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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"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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and outputs it to the `pos-out` signal."
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[keycodes pos-in pos-out]
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(let [keys (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 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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(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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(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 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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(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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: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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(go-loop
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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)
|
||||
rpaddle-y (<! pr-pos)
|
||||
[xn yn] (next-pos [x y] [vel-x vel-y] tick)
|
||||
[_ score] (<! game-state-in)
|
||||
|
||||
;; calculate next position and detect collision
|
||||
x-state (detect-x-collision xn yn lpaddle-y rpaddle-y)
|
||||
vel-xn (adjust-vel x-state vel-x)
|
||||
y-state (detect-y-collision yn)
|
||||
vel-yn (adjust-vel y-state vel-y)
|
||||
x-collision (collision-state? x-state)
|
||||
y-collision (collision-state? y-state)
|
||||
|
||||
;; calculate next game state
|
||||
state-n (cond
|
||||
(= x-state :gameover) :gameover
|
||||
(or x-collision y-collision) :collision
|
||||
:else :moving)
|
||||
score-n (if x-collision (inc score) score)
|
||||
|
||||
;; add a small random perturbation to the ball velocity on collision with paddles
|
||||
[vel-xn vel-yn] (if x-collision
|
||||
(map perturb [vel-xn vel-yn])
|
||||
[vel-xn vel-yn])]
|
||||
(>! vel-out [vel-xn vel-yn])
|
||||
(>! 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]
|
||||
(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")]
|
||||
(go (loop [fps-p nil state-p nil score-p nil]
|
||||
(let [fps (int (/ 1000 (<! ticks)))
|
||||
[x y] (<! pos)
|
||||
[state score] (<! game-state)
|
||||
state-text (condp = state
|
||||
:moving "Playing"
|
||||
:collision "Playing"
|
||||
:gameover "Game Over")]
|
||||
(when-not (= fps fps-p)
|
||||
(dom/set-text! fps-el fps))
|
||||
(when-not (= state state-p)
|
||||
(dom/set-text! state-el state-text))
|
||||
(when-not (= score score-p)
|
||||
(dom/set-text! score-el score))
|
||||
(when (= state :gameover)
|
||||
(do (dom/set-text! state-el "press <space> to restart")
|
||||
(ev/listen-once! :keypress start-game)))
|
||||
(doto ball-el
|
||||
(dom/set-attr! "cx" x)
|
||||
(dom/set-attr! "cy" y))
|
||||
(recur fps state-text score))))
|
||||
(go-loop
|
||||
(dom/set-attr! lpaddle-el "y" (<! pl-pos)))
|
||||
(go-loop
|
||||
(dom/set-attr! rpaddle-el "y" (<! pr-pos)))))
|
||||
|
||||
;; Everything is ready now. Layout the game and start it on any keypress!
|
||||
(layout-game)
|
||||
(ev/listen-once! :keypress start-game)))
|
||||
(layout-game)
|
||||
(ev/listen-once! :keypress #(when (= (:keyCode %) 32) (start-game))))
|
||||
|
|
Loading…
Reference in New Issue