(ns frpong.core (:require [frpong.helpers :refer (mult tap diff-chan key-chan frame-chan event-chan)] [cljs.core.async :refer [! chan put! close! sliding-buffer]] [domina :as dom :refer [log]] [domina.events :as ev]) (:require-macros [cljs.core.async.macros :as m :refer [go]] [frpong.core :refer (go-loop)])) ;; ;; Signal Diagram ;; ;; +---------------------+ ;; | +-------------+ | ;; | | | | ;; v v | | ;; +----------+ vel-chan | | ;; +-->|c-detector+----------+ | ;; | +----------+ | | ;; | +-----------------+ | ;; | | +-----------------+ ;; | | | | ;; | v v | ;; +---------+ frame-chan +------+ tick-chan | +----------+ pos-chan | ;; |frame-gen+------------>|ticker+-----------+-->|positioner+--------------+ ;; +---------+ +------+ +----------+ | ;; +---------------------+ ;; | ;; v ;; +----------+ ;; | renderer | ;; +----------+ (defn abs [x] (.abs js/Math x)) (defn sqrt [x] (.sqrt js/Math x)) (defn sq [x] (* x 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 (loop [prev (! c t)) (recur t)) (close! c)))) c)) (def *width* (- (.-scrollWidth (.-body js/document)) 20)) (def *height* (- (.-scrollHeight (.-body js/document)) 125)) (def *center* [(/ *width* 2 ) (/ *height* 2)]) (def *padding* 5) (def *paddle-size* 100) (def *ball-radius* 8) (def *ball-speed* 0.5) (def *init-vel-deg-lim* [35 55]) (def *perturb-factor* 0.02) (def *paddle-width* 10) (def *paddle-step* 5) (def *max-paddle-y* (- *height* *paddle-size*)) (def *ef-paddle-width* (+ *paddle-width* *padding*)) (def *init-paddle-pos* (/ (- *height* *paddle-size*) 2)) (def *G* 0.01) (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 *center*)) (dom/set-attr! "cy" (second *center*))) (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 initial-velocity [] (let [[l h] *init-vel-deg-lim* sgn #(if (< % 0.5) -1 1) deg (+ l (* (- h l) (rand))) rad (deg->rad deg)] (map #(* *ball-speed* %) [(* (sgn (rand)) (sin rad)) (* (sgn (rand)) (cos rad))]))) (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 keydowns (event-chan :keydown) keyups (event-chan :keyup) pos (chan 1) ;; ball position signal vel (chan 1) ;; ball velocity signal acc (chan 1) pd-pos (chan 1) ;; paddles position signal game-state (chan 1) ;; game state signal, the state of the game and the current score init-vel (initial-velocity)] (setup-components frames keydowns keyups game-state pos vel acc pd-pos) ;; start the game by setting the initial values of the signals (put! pos *center*) (put! vel init-vel) (put! pd-pos [*init-paddle-pos* *init-paddle-pos*]) (put! game-state [:moving 0]))) (defn start-on-space [] (ev/listen-once! :keypress #(if (= (:keyCode %) 32) (start-game) (start-on-space)))) (defn setup-components "Creates mult(iple)s of the signals and sets up the components by connecting them using the signals tapped from the mults. The signals are taken as parameters." [[frames stop-frames] [keydowns stop-keydowns] [keyups stop-keyups] game-state pos vel acc pd-pos] (let [ticks (chan) ;; ticks signal ticks-m (mult ticks) ;; mult(iple)s for all signals keydowns-m (mult keydowns) keyups-m (mult keyups) pos-m (mult pos) vel-m (mult vel) acc-m (mult acc) pd-pos-m (mult pd-pos) game-state-m (mult game-state) ;; calling this will stop the frames, keydowns and keyups signals and hence stop the game stop-game #(do (stop-frames) (stop-keydowns) (stop-keyups))] ;; set up the components by tapping into mults (ticker frames stop-game (tap game-state-m) ticks) (gravitation (tap pos-m) acc) (ball-positioner (tap ticks-m) (tap pos-m) (tap vel-m) (tap acc-m) pos) (paddle-positioner (key-chan (tap keydowns-m) (tap keyups-m) (tap ticks-m) {83 :s 87 :w 38 :up 40 :down}) (tap pd-pos-m) pd-pos) (collision-detector (tap ticks-m) (tap pos-m) (tap vel-m) (tap acc-m) (tap pd-pos-m) (tap game-state-m) game-state vel) (renderer (tap ticks-m) (tap game-state-m) (tap pos-m) (tap pd-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 game by calling the `stop-game` function. Each tick is the number of milliseconds since the last tick was generated." [frames stop-game game-state ticks] (let [ticks-in (tick-chan (diff-chan frames))] (go (loop [] (let [[state _] (! ticks (! acc (gravity-acc (! pos-out pos-next)))) (defn paddle-positioner "Paddle Positioner component. Captures the keydown signal for the provides keycodes and calculates the next paddle position using the current paddle position (from the `pos-in` signal) and keydown signal and outputs it to the `pos-out` signal." [keys pos-in pos-out] (go-loop (let [[lpos rpos] (! pos-out [(move lpos :w :s) (move rpos :up :down)])))) (defn in-y-range? [y paddle-y] (and (> y (- paddle-y *padding*)) (< y (+ paddle-y *paddle-size* *padding*)))) (defn detect-x-collision [x y lpaddle-y rpaddle-y] (cond (< x *ef-paddle-width*) (if (in-y-range? y lpaddle-y) :collision-left :gameover) (> x (- *width* *ef-paddle-width*)) (if (in-y-range? y rpaddle-y) :collision-right :gameover) :else :moving)) (defn detect-y-collision [y] (cond (< y *padding*) :collision-left (> y (- *height* *padding*)) :collision-right :else :moving)) (defn collision? [state] (or (= state :collision-left) (= state :collision-right))) (defn adjust-vel [state vel] (condp = state :collision-left (abs vel) :collision-right (- (abs vel)) :moving vel :gameover 0)) (defn perturb [v] (* v (+ 1 (/ (- (rand) 0.5) (/ 0.5 *perturb-factor*))))) (defn collision-detector [ticks pos vel-in acc pd-pos game-state-in 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, ball acceleration, left and right paddle positions and game state from the `ticks`, `pos`, `vel-in`, `acc`, `pd-pos` and `game-state` signals respectively." (go-loop (let [;; get all current values tick (! 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 pd-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 ( to restart") (start-on-space))) (recur fps state-text score)))))) ;; Everything is ready now. Layout the game and start it on pressing ! (defn ^:export frpong [] (layout-game) (start-on-space))