From d7a1a692d939f3ec75690b1e63626036df5d3c79 Mon Sep 17 00:00:00 2001 From: Josha von Gizycki Date: Fri, 20 Oct 2017 16:45:37 +0200 Subject: [PATCH] some documentary comments --- src/cljs/topdown2d/core.cljs | 40 ++++++++++++++++++++++++++++-------- 1 file changed, 32 insertions(+), 8 deletions(-) diff --git a/src/cljs/topdown2d/core.cljs b/src/cljs/topdown2d/core.cljs index 2d0da89..7d9ca8a 100644 --- a/src/cljs/topdown2d/core.cljs +++ b/src/cljs/topdown2d/core.cljs @@ -10,15 +10,21 @@ :2d (.getContext (.getElementById js/document "gamecanvas") "2d") :target-fps 30 :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 600 :h 400 } + ; currently active scene :scene :demo :scenes { :demo { @@ -32,17 +38,23 @@ (aset (:2d gamestate) "font" "10px monospace") -(defn set-timing [state timingkey] +(defn set-timing + "sets the current time at the given key" + [state timingkey] (assoc-in state [:timing timingkey] (.now js/performance))) -(defn set-fps [state] +(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 [gamestate] +(defn set-elapsed-seconds + "calculates and writes the elapsed seconds since the last frame" + [gamestate] (assoc-in gamestate [:timing :elapsed] (/ @@ -51,14 +63,18 @@ (get-in gamestate [:timing :prev])) 1000))) -(defn update-scene [gamestate] +(defn update-scene + "updates the current scene using its udpate function" + [gamestate] (let [scenekey (:scene gamestate) scenedata (get-in gamestate [:scenes scenekey]) updatefunc (:update scenedata) newdata (updatefunc gamestate scenedata)] (update-in gamestate [:scenes scenekey] (fn [] newdata)))) -(defn update-step [gamestate] +(defn update-step + "updates timing information and the current scene" + [gamestate] (-> gamestate (set-timing :now) (set-elapsed-seconds) @@ -66,7 +82,9 @@ (update-scene) (set-timing :prev))) -(defn draw-step [gamestate] +(defn draw-step + "clears the canvas, draws fps and invokes the scene draw function" + [gamestate] (.clearRect (:2d gamestate) 0 0 (get-in gamestate [:dimensions :w]) @@ -80,7 +98,11 @@ drawfunc (:draw scene)] (drawfunc gamestate scene))) -(defn mainloop [gamestate] +(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)] (draw-step newstate) (.setTimeout js/window @@ -89,7 +111,9 @@ #(mainloop newstate))) (/ 1000 (:target-fps gamestate))))) -(defn init-scenes [] +(defn init-scenes + "initiates the scene data maps using their respective init functions" + [] (assoc gamestate :scenes