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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")
:target-fps 60
: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
:dimensions {:w 1280
:h 800}
:input {:dir :?}
;; currently active scene
:scene :demo
:scenes {:demo {:update demoscene/update-scene
:draw demoscene/draw-scene
:init demoscene/init}}})
(def reloaded (atom false))
(defn set-timing
"sets the current time at the given key"
[state timingkey]
(assoc-in state
[:timing timingkey]
(.now js/performance)))
(defn set-fps
"calculates the current fps using the elapsed time"
[state]
(let [elapsed (get-in state [:timing :elapsed])
fps (/ 1 elapsed)]
(assoc-in state [:timing :fps] fps)))
(defn set-elapsed-seconds
"calculates and writes the elapsed seconds since the last frame"
[gamestate]
(update gamestate
:timing
#(let [{:keys [now prev]} %]
(assoc % :elapsed
(/ (- now prev)
1000)))))
(defn update-scene
"updates the current scene using its udpate function"
[gamestate]
(if-not (:continue? gamestate)
gamestate
(let [scenekey (:scene gamestate)
{updatefunc :update
:as scene} (get-in gamestate [:scenes scenekey])
newstate (updatefunc gamestate scene)]
(assoc-in gamestate [:scenes scenekey] newstate))))
(defn continue-running?
"checks if the gameloop should keep running, based on input"
[gamestate]
(update
gamestate
:continue?
(fn [continue?]
(cond
(and continue?
(input/keydown? :Digit2)
(input/keydown? :ControlLeft)) false
(and (not continue?)
(input/keydown? :Digit3)
(input/keydown? :ControlLeft)) true
:else continue?))))
(defn update-step
"updates timing information and the current scene"
[gamestate]
(-> gamestate
(assoc-in [:input :dir] (input/dir))
(set-timing :now)
(set-elapsed-seconds)
(set-fps)
(continue-running?)
(update-scene)
(set-timing :prev)))
(defn draw-fps
"draws the current fps"
[gamestate]
(let [ctx (:ctx gamestate)]
(aset ctx "fillStyle" "white")
(.fillRect
ctx
0 0 13 13)
(aset ctx "fillStyle" "black")
(aset ctx "font" "10px monospace")
(.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]
7 years ago
(.clearRect (:ctx gamestate)
0 0
(get-in gamestate [:dimensions :w])
(get-in gamestate [:dimensions :h]))
(let [scenekey (:scene gamestate)
{:keys [draw] :as scene} (get-in gamestate [:scenes scenekey])]
(draw gamestate scene))
(draw-fps gamestate))
(defn timeout
"calculates the duration of update-step and draw-step.
substracts that from the wait time to reach target-fps
more accurately.
if continue? is true, wait for 5 seconds plain"
[gamestate]
(if (:continue? gamestate)
(/ (- 1000 (- (.now js/performance)
(get-in gamestate [:timing :now])))
(:target-fps gamestate))
5000))
(defn mainloop
"transforms the given gamestate by invoking a series of update
functions and draws it using the 2d context of the gamestate.
then, it calls itself again with a delay according to the target fps"
[gamestate]
(let [newstate (update-step gamestate)]
(set! (.-imageSmoothingEnabled (:ctx gamestate)) false)
(draw-step newstate)
(when-not @reloaded
(.setTimeout js/window
(fn []
(.requestAnimationFrame
js/window
#(mainloop newstate)))
(timeout newstate)))))
(defn init-scenes
"initiates the scene data maps using their respective init functions"
[]
(as-> (:canvas gamestate) c
(set! (.-width c) (get-in gamestate [:dimensions :w]))
(set! (.-height c) (get-in gamestate [:dimensions :h])))
(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))