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(ns topdown2d.core
(:require [topdown2d.demoscene :as demoscene]
[topdown2d.input :as input]
[topdown2d.dom :refer [by-id]]))
(enable-console-print!)
(def gamestate
{:canvas (by-id "gamecanvas")
:ctx (.getContext (by-id "gamecanvas") "2d")
:continue? true
:timing {;; msecs of previous frame
:prev 0
;; msecs of current frame
:now 0
;; fps resulting of prev and now
:fps 0
;; difference between prev and now in seconds
:elapsed 0}
;; width and height of the canvas
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:dimensions {;; 16px tile size
;; 11 tiles wide, 9 high
;; 3 times zoom
:w (* 16 11 3)
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:h (* 16 9 3)}
:input {:dir :?}
;; currently active scene
:scene :demo
:scenes {:demo {:update demoscene/update-scene
:draw demoscene/draw-scene
:init demoscene/init}}})
(def reloaded (atom false))
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(defn nao [] (.now js/performance))
(defn curr-fps
"calculates the current fps using the elapsed time"
[elapsed]
(/ 1 elapsed))
(defn elapsed-seconds
"calculates the elapsed seconds since the last frame"
[gamestate now]
(/ (- now (-> gamestate :timing :prev))
1000))
(defn curr-scene
"returns the current scene"
[gamestate]
(get-in gamestate [:scenes (:scene gamestate)]))
(defn run-scene-update
"updates the current scene using its udpate function"
[gamestate scene]
((:update scene) gamestate scene))
(defn continue-running?
"checks if the gameloop should keep running, based on input"
[prev-continue?]
(cond
(and prev-continue?
(input/keydown? :Digit2)
(input/keydown? :ControlLeft)) false
(and (not prev-continue?)
(input/keydown? :Digit3)
(input/keydown? :ControlLeft)) true
:else prev-continue?))
(defn update-step
"updates timing information and the current scene"
[gamestate]
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(let [now (nao)
secs (elapsed-seconds gamestate now)
scene (curr-scene gamestate)
continue? (continue-running? (:continue? gamestate))]
(as-> gamestate $
(assoc-in $ [:input :dir] (input/dir))
(assoc $ :timing {:now now
:elapsed secs
:fps (curr-fps secs)})
(assoc-in $ [:scenes (:scene gamestate)]
(if continue?
(run-scene-update $ scene)
scene))
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(assoc-in $ [:timing :prev] (nao)))))
(defn draw-fps
"draws the current fps"
[gamestate]
(let [ctx (:ctx gamestate)]
(aset ctx "fillStyle" "white")
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(.fillRect ctx
0 0 13 13)
(aset ctx "fillStyle" "black")
(aset ctx "font" "10px monospace")
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(.fillText (:ctx gamestate)
(int (get-in gamestate [:timing :fps]))
0 10)))
(defn draw-step
"clears the canvas, draws fps and invokes the scene draw function"
[gamestate]
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(.clearRect (:ctx gamestate)
0 0
(get-in gamestate [:dimensions :w])
(get-in gamestate [:dimensions :h]))
(let [scenekey (:scene gamestate)
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{:keys [draw] :as scene} (-> gamestate :scenes scenekey)]
(draw gamestate scene))
(draw-fps gamestate))
(defn mainloop
"transforms the given gamestate by invoking a series of update
functions and draws it using the 2d context of the gamestate.
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then, it calls itself again using requestAnimationFrame"
[gamestate]
(let [newstate (update-step gamestate)]
(draw-step newstate)
(when-not @reloaded
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(.requestAnimationFrame js/window
#(mainloop newstate)))))
(defn init-scenes
"initiates the scene data maps using their respective init functions"
[]
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(set! (.-width (:canvas gamestate))
(-> gamestate :dimensions :w))
(set! (.-height (:canvas gamestate))
(-> gamestate :dimensions :h))
(set! (.-imageSmoothingEnabled (:ctx gamestate))
false)
(update gamestate
:scenes
#(reduce
(fn [carr [key scene]]
(assoc carr key ((:init scene) gamestate scene)))
{} %)))
(defn fig-reload []
(reset! reloaded true)
(.setTimeout js/window
(fn []
(reset! reloaded false)
(mainloop (init-scenes)))
1000))
(mainloop (init-scenes))