(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] (.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)] (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" [] (aset (:ctx gamestate) "imageSmoothingEnabled" false) (aset (:canvas gamestate) "width" (get-in gamestate [:dimensions :w])) (aset (:canvas gamestate) "height" (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))