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(ns topdown2d.core
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(:require [topdown2d.demoscene :as demoscene]
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[topdown2d.input :as input]
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[topdown2d.dom :refer [by-id]]))
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(enable-console-print!)
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(def gamestate
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{:canvas (by-id "gamecanvas")
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:ctx (.getContext (by-id "gamecanvas") "2d")
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:target-fps 60
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:continue? true
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:timing {;; 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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;; width and height of the canvas
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:dimensions {:w 1280
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:h 800}
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:input {:dir :?}
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;; currently active scene
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:scene :demo
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:scenes {:demo {:update demoscene/update-scene
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:draw demoscene/draw-scene
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:init demoscene/init}}})
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(def reloaded (atom false))
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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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(update gamestate
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:timing
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#(let [{:keys [now prev]} %]
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(assoc % :elapsed
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(/ (- now 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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(if-not (:continue? gamestate)
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gamestate
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(let [scenekey (:scene gamestate)
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{updatefunc :update
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:as scene} (get-in gamestate [:scenes scenekey])
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newstate (updatefunc gamestate scene)]
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(assoc-in gamestate [:scenes scenekey] newstate))))
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(defn continue-running?
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"checks if the gameloop should keep running, based on input"
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[gamestate]
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(update
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gamestate
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:continue?
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(fn [continue?]
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(cond
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(and continue?
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(input/keydown? :Digit2)
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(input/keydown? :ControlLeft)) false
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(and (not continue?)
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(input/keydown? :Digit3)
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(input/keydown? :ControlLeft)) true
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:else continue?))))
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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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(assoc-in [:input :dir] (input/dir))
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(set-timing :now)
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(set-elapsed-seconds)
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(set-fps)
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(continue-running?)
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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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{:keys [draw] :as scene} (get-in gamestate [:scenes scenekey])]
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(draw gamestate scene))
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(draw-fps gamestate))
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(defn timeout
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"calculates the duration of update-step and draw-step.
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substracts that from the wait time to reach target-fps
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more accurately.
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if continue? is true, wait for 5 seconds plain"
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[gamestate]
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(if (:continue? gamestate)
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(/ (- 1000 (- (.now js/performance)
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(get-in gamestate [:timing :now])))
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(:target-fps gamestate))
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5000))
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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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(set! (.-imageSmoothingEnabled (:ctx gamestate)) false)
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(draw-step newstate)
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(when-not @reloaded
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(.setTimeout js/window
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(fn []
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(.requestAnimationFrame
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js/window
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#(mainloop newstate)))
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(timeout newstate)))))
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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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(as-> (:canvas gamestate) c
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(set! (.-width c) (get-in gamestate [:dimensions :w]))
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(set! (.-height c) (get-in gamestate [:dimensions :h])))
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(update gamestate
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:scenes
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#(reduce
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(fn [carr [key scene]]
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(assoc carr key ((:init scene) gamestate scene)))
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{} %)))
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(defn fig-reload []
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(reset! reloaded true)
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(.setTimeout js/window
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(fn []
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(reset! reloaded false)
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(mainloop (init-scenes)))
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1000))
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(mainloop (init-scenes))
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