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(ns topdown2d.core
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(:require
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[topdown2d.demoscene :as demoscene]
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[topdown2d.input :as input]))
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(enable-console-print!)
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(def gamestate {
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:canvas (.getElementById js/document "gamecanvas")
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:ctx (.getContext (.getElementById js/document "gamecanvas") "2d")
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:target-fps 30
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:timing {
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; msecs of previous frame
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:prev 0
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; msecs of current frame
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:now 0
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; fps resulting of prev and now
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:fps 0
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; difference between prev and now in seconds
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:elapsed 0
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}
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; width and height of the canvas
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:dimensions {
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:w 600
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:h 400
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}
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; currently active scene
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:scene :demo
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:scenes {
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:demo {
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:update demoscene/update-scene
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:draw demoscene/draw-scene
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:init demoscene/init
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:data {}
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}
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}
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})
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(defn set-timing
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"sets the current time at the given key"
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[state timingkey]
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(assoc-in state
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[:timing timingkey]
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(.now js/performance)))
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(defn set-fps
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"calculates the current fps using the elapsed time"
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[state]
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(let [elapsed (get-in state [:timing :elapsed])
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fps (/ 1 elapsed)]
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(assoc-in state [:timing :fps] fps)))
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(defn set-elapsed-seconds
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"calculates and writes the elapsed seconds since the last frame"
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[gamestate]
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(assoc-in gamestate
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[:timing :elapsed]
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(/
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(-
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(get-in gamestate [:timing :now])
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(get-in gamestate [:timing :prev]))
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1000)))
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(defn update-scene
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"updates the current scene using its udpate function"
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[gamestate]
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(let [scenekey (:scene gamestate)
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scenedata (get-in gamestate [:scenes scenekey])
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updatefunc (:update scenedata)
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newdata (updatefunc gamestate scenedata)]
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(update-in gamestate [:scenes scenekey] (fn [] newdata))))
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(defn update-step
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"updates timing information and the current scene"
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[gamestate]
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(-> gamestate
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(set-timing :now)
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(set-elapsed-seconds)
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(set-fps)
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(update-scene)
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(set-timing :prev)))
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(defn draw-fps
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"draws the current fps"
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[gamestate]
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(let [ctx (:ctx gamestate)]
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(aset ctx "fillStyle" "white")
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(.fillRect
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ctx
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0 0 13 13)
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(aset ctx "fillStyle" "black")
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(aset ctx "font" "10px monospace")
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(.fillText
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(:ctx gamestate)
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(int (get-in gamestate [:timing :fps]))
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0 10)))
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(defn draw-step
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"clears the canvas, draws fps and invokes the scene draw function"
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[gamestate]
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(.clearRect (:ctx gamestate)
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0 0
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(get-in gamestate [:dimensions :w])
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(get-in gamestate [:dimensions :h]))
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(let [scenekey (:scene gamestate)
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scene (scenekey (:scenes gamestate))
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drawfunc (:draw scene)]
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(drawfunc gamestate scene))
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(draw-fps gamestate))
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(defn mainloop
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"transforms the given gamestate by invoking a series of update
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functions and draws it using the 2d context of the gamestate.
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then, it calls itself again with a delay according to the target fps"
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[gamestate]
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(let [newstate (update-step gamestate)]
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(draw-step newstate)
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; calculate the duration of update-step and draw-step
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; substract that from the wait time to reach target-fps
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; more accurately
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(let [now (get-in newstate [:timing :now])
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duration (- (.now js/performance) now)]
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(.setTimeout js/window
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(fn []
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(.requestAnimationFrame js/window
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#(mainloop newstate)))
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(/
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(- 1000 duration)
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(:target-fps gamestate))))))
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(defn init-scenes
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"initiates the scene data maps using their respective init functions"
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[]
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(assoc
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gamestate
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:scenes
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(reduce
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(fn [scenes [scenekey scenedata]]
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(let [initfunc (:init scenedata)
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newdata (initfunc gamestate scenedata)]
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(assoc scenes
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scenekey newdata)))
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{}
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(:scenes gamestate))))
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(mainloop (init-scenes))
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