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@ -29,68 +29,56 @@
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(def reloaded (atom false))
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(def reloaded (atom false))
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(defn set-timing
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(defn curr-fps
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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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"calculates the current fps using the elapsed time"
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[state]
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[elapsed]
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(let [elapsed (-> state :timing :elapsed)
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(/ 1 elapsed))
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fps (/ 1 elapsed)]
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(assoc-in state [:timing :fps] fps)))
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(defn elapsed-seconds
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"calculates the elapsed seconds since the last frame"
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[gamestate now]
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(/ (- now (-> gamestate :timing :prev))
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1000))
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(defn set-elapsed-seconds
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(defn curr-scene
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"calculates and writes the elapsed seconds since the last frame"
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"returns the current scene"
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[gamestate]
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[gamestate]
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(update gamestate
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(get-in gamestate [:scenes (:scene 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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(defn run-scene-update
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"updates the current scene using its udpate function"
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"updates the current scene using its udpate function"
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[gamestate]
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[gamestate scene]
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(if-not (:continue? gamestate)
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((:update scene) gamestate scene))
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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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(defn continue-running?
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"checks if the gameloop should keep running, based on input"
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"checks if the gameloop should keep running, based on input"
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[gamestate]
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[prev-continue?]
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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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(cond
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(and continue?
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(and prev-continue?
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(input/keydown? :Digit2)
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(input/keydown? :Digit2)
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(input/keydown? :ControlLeft)) false
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(input/keydown? :ControlLeft)) false
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(and (not continue?)
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(and (not prev-continue?)
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(input/keydown? :Digit3)
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(input/keydown? :Digit3)
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(input/keydown? :ControlLeft)) true
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(input/keydown? :ControlLeft)) true
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:else continue?))))
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:else prev-continue?))
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(defn update-step
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(defn update-step
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"updates timing information and the current scene"
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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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(-> gamestate
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(let [now (.now js/performance)
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(assoc-in [:input :dir] (input/dir))
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secs (elapsed-seconds gamestate now)
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(set-timing :now)
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scene (curr-scene gamestate)
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(set-elapsed-seconds)
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continue? (continue-running? (:continue? gamestate))]
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(set-fps)
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(as-> gamestate $
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(continue-running?)
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(assoc-in $ [:input :dir] (input/dir))
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(update-scene)
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(assoc $ :timing {:now now
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(set-timing :prev)))
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:elapsed secs
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:fps (curr-fps secs)})
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(assoc-in $ [:scenes (:scene gamestate)]
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(if continue?
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(run-scene-update $ scene)
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scene))
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(assoc-in $ [:timing :prev] (.now js/performance)))))
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(defn draw-fps
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(defn draw-fps
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"draws the current fps"
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"draws the current fps"
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@ -123,7 +111,6 @@
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then, it calls itself again using requestAnimationFrame"
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then, it calls itself again using requestAnimationFrame"
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[gamestate]
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[gamestate]
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(let [newstate (update-step 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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(draw-step newstate)
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(when-not @reloaded
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(when-not @reloaded
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(.requestAnimationFrame js/window
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(.requestAnimationFrame js/window
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@ -136,6 +123,8 @@
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(-> gamestate :dimensions :w))
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(-> gamestate :dimensions :w))
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(set! (.-height (:canvas gamestate))
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(set! (.-height (:canvas gamestate))
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(-> gamestate :dimensions :h))
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(-> gamestate :dimensions :h))
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(set! (.-imageSmoothingEnabled (:ctx gamestate))
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false)
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(update gamestate
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(update gamestate
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:scenes
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:scenes
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#(reduce
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#(reduce
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