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@ -9,6 +9,7 @@
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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 40
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:running 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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@ -62,6 +63,25 @@
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newdata (updatefunc gamestate scenedata)]
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(assoc-in gamestate [:scenes scenekey] newdata)))
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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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:running
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(fn [running]
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(cond
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(and running
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(input/keydown? :Digit2)
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(input/keydown? :ControlLeft))
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false
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(and (not running)
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(input/keydown? :Digit3)
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(input/keydown? :ControlLeft))
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true
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:else
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true))))
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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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@ -70,6 +90,7 @@
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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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@ -112,15 +133,20 @@
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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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duration (- (.now js/performance) now)
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continue? (:running newstate)
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tfps (:target-fps gamestate)
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timeout (if continue?
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(/
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(- 1000 duration)
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(:target-fps gamestate))
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5000)]
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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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(/
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(- 1000 duration)
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(:target-fps gamestate))))))
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timeout))))
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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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