(ns play-clj.core (:require [clojure.set] [play-clj.entities :as e] [play-clj.math :as m] [play-clj.utils :as u]) (:import [com.badlogic.gdx Application Audio Files Game Gdx Graphics Input InputMultiplexer InputProcessor Net Preferences Screen] [com.badlogic.gdx.audio Sound] [com.badlogic.gdx.assets AssetManager] [com.badlogic.gdx.assets.loaders AsynchronousAssetLoader] [com.badlogic.gdx.files FileHandle] [com.badlogic.gdx.graphics Camera Color GL20 OrthographicCamera PerspectiveCamera Pixmap Pixmap$Format PixmapIO Texture VertexAttributes$Usage] [com.badlogic.gdx.graphics.g2d ParticleEffect SpriteBatch] [com.badlogic.gdx.graphics.g3d ModelBatch] [com.badlogic.gdx.graphics.glutils ShapeRenderer] [com.badlogic.gdx.input GestureDetector GestureDetector$GestureListener] [com.badlogic.gdx.maps MapLayer MapLayers MapObject MapObjects MapProperties] [com.badlogic.gdx.maps.tiled TiledMap TiledMapTileLayer TiledMapTileLayer$Cell TmxMapLoader] [com.badlogic.gdx.maps.tiled.renderers BatchTiledMapRenderer HexagonalTiledMapRenderer IsometricStaggeredTiledMapRenderer IsometricTiledMapRenderer OrthogonalTiledMapRenderer] [com.badlogic.gdx.scenes.scene2d Actor Stage] [com.badlogic.gdx.scenes.scene2d.utils ActorGestureListener Align ChangeListener ClickListener DragListener FocusListener] [com.badlogic.gdx.utils ScreenUtils Timer$Task] [play_clj.entities BundleEntity ShapeEntity])) (load "core_basics") (load "core_cameras") (load "core_graphics") (load "core_listeners") (load "core_utils") (defn ^:private reset-changed! [e-atom e-old e-new] (when (not= e-old e-new) (compare-and-set! e-atom e-old e-new))) (defn ^:private normalize [entities] (some->> entities list flatten (remove nil?) vec)) (defn ^:private wrapper [screen screen-fn] (screen-fn)) (defn defscreen* [{:keys [screen entities on-show on-render on-hide on-pause on-resize on-resume on-timer] :as options}] (let [execute-fn! (fn [func & {:keys [] :as options}] (when func (let [screen-map (merge @screen options) old-entities @entities] (some->> (fn [] (normalize (func screen-map old-entities))) (wrapper screen) (reset-changed! entities old-entities)))))] ; update screen when either the screen or entities are changed (add-watch screen :changed (fn [_ _ _ new-screen] (update-screen! new-screen))) (add-watch entities :changed (fn [_ _ _ new-entities] (update-screen! @screen new-entities))) ; return a map with all values related to the screen {:screen screen :entities entities :show (fn [] (swap! screen assoc :total-time 0 :update-fn! #(apply swap! screen %1 %2) :execute-fn! execute-fn! :on-timer on-timer :ui-listeners (ui-listeners options execute-fn!)) (execute-fn! on-show) (when-not (:contact-listener @screen) (->> (contact-listener @screen options execute-fn!) (swap! screen assoc :contact-listener)))) :render (fn [d] (swap! screen #(assoc % :total-time (+ (:total-time %) d))) (execute-fn! on-render :delta-time d)) :hide #(execute-fn! on-hide) :pause #(execute-fn! on-pause) :resize #(execute-fn! on-resize :width %1 :height %2) :resume #(execute-fn! on-resume) :input-listeners (global-listeners options execute-fn!)})) (defmacro defscreen "Defines a screen, and creates vars for all the functions inside of it. All functions take a screen map and entities vector as arguments, and return the entities list at the end with any desired changes. If a function returns nil, the entities list is not changed. Below are all the possible screen functions. Some of them get special arguments via the screen map. ; main screen functions (defscreen my-screen :on-show ; the screen first shows (fn [screen entities] entities) :on-render ; the screen must be rendered (many times per second) (fn [screen entities] (println (:delta-time screen)) ; time (ms) elapsed since last frame entities) :on-hide ; the screen was replaced (fn [screen entities] entities) :on-resize ; the screen was resized (fn [screen entities] (println (:width screen)) ; the new width of the screen (println (:height screen)) ; the new height of the screen entities) :on-resume ; the screen resumed from a paused state (mobile only) (fn [screen entities] entities) :on-pause ; the screen paused (mobile only) (fn [screen entities] entities)) ; input functions (defscreen my-screen :on-key-down ; a key was pressed (fn [screen entities] (println (:key screen)) ; the code of the key (see key-code) entities) :on-key-typed ; a key was typed (fn [screen entities] (println (:character screen)) ; the character that was pressed entities) :on-key-up ; a key was released (fn [screen entities] (println (:key screen)) ; the code of the key (see key-code) entities) :on-mouse-moved ; the mouse was moved without pressing any buttons (fn [screen entities] (println (:input-x screen)) ; the x position of the mouse (println (:input-y screen)) ; the y position of the mouse entities) :on-scrolled ; the mouse wheel was scrolled (fn [screen entities] (println (:amount screen)) ; the amount scrolled entities) :on-touch-down ; the screen was touched or a mouse button was pressed (fn [screen entities] (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button (see button-code) entities) :on-touch-dragged ; a finger or the mouse was dragged (fn [screen entities] (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) :on-touch-up ; a finger was lifted or a mouse button was released (fn [screen entities] (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button (see button-code) entities)) ; gesture functions (defscreen my-screen :on-fling ; the user dragged a finger over the screen and lifted it (fn [screen entities] (println (:velocity-x screen)) ; the x-axis velocity (s) (println (:velocity-y screen)) ; the y-axis velocity (s) (println (:button screen)) ; the mouse button (see button-code) entities) :on-long-press ; the user pressed (fn [screen entities] (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger entities) :on-pan ; the user dragged a finger over the screen (fn [screen entities] (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger (println (:delta-x screen)) ; the x-axis distance moved (println (:delta-y screen)) ; the y-axis distance moved entities) :on-pan-stop ; the user is no longer panning (fn [screen entities] (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button (see button-code) entities) :on-pinch ; the user performed a pinch zoom gesture (fn [screen entities] (println (:initial-pointer-1 screen)) ; the x/y start position of finger 1 (println (:initial-pointer-2 screen)) ; the x/y start position of finger 2 (println (:pointer-1 screen)) ; the x/y end position of finger 1 (println (:pointer-2 screen)) ; the x/y end position of finger 2 entities) :on-tap ; the user tapped (fn [screen entities] (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger (println (:count screen)) ; the number of taps (println (:button screen)) ; the mouse button (see button-code) entities) :on-zoom ; the user performed a pinch zoom gesture (fn [screen entities] (println (:initial-distance screen)) ; the start distance between fingers (println (:distance screen)) ; the end distance between fingers entities)) ; 2D physics contact (for play-clj.g2d-physics) (defscreen my-screen :on-begin-contact ; two bodies began to touch (fn [screen entities] (println (:contact screen)) ; the Contact - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Contact.html entities) :on-end-contact ; two bodies ceased to touch (fn [screen entities] (println (:contact screen)) ; the Contact - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Contact.html entities) :on-post-solve (fn [screen entities] (println (:contact screen)) ; the Contact - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Contact.html (println (:impulse screen)) ; the ContactImpulse - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/ContactImpulse.html entities) :on-pre-solve (fn [screen entities] (println (:contact screen)) ; the Contact - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Contact.html (println (:old-manifold screen)) ; the Manifold - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Manifold.html entities)) ; 3D physics contact (for play-clj.g3d-physics) (defscreen my-screen :on-begin-contact ; two bodies began to touch (fn [screen entities] (println (:first-body screen)) ; the first btCollisionObject - http://bulletphysics.org/Bullet/BulletFull/classbtCollisionObject.html (println (:second-body screen)) ; the second btCollisionObject - http://bulletphysics.org/Bullet/BulletFull/classbtCollisionObject.html entities) :on-end-contact ; two bodies ceased to touch (fn [screen entities] (println (:first-body screen)) ; the first btCollisionObject - http://bulletphysics.org/Bullet/BulletFull/classbtCollisionObject.html (println (:second-body screen)) ; the second btCollisionObject - http://bulletphysics.org/Bullet/BulletFull/classbtCollisionObject.html entities)) ; ui input functions (for play-clj.ui) (defscreen my-screen :on-ui-changed ; the ui entity was changed (fn [screen entities] (println (:event screen)) ; the ChangeListener.ChangeEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/ChangeListener.ChangeEvent.html (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html entities) :on-ui-clicked ; the ui entity was clicked (fn [screen entities] (println (:event screen)) ; the [InputEvent](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html) (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse entities) :on-ui-enter ; the finger/mouse moved over the ui entity (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) :on-ui-exit ; the finger/mouse moved out of the ui entity (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) :on-ui-touch-down ; the finger/mouse went down on the ui entity (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button (see button-code) entities) :on-ui-touch-dragged ; the finger/mouse moved anywhere (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) :on-ui-touch-up ; the finger/mouse went up anywhere (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button (see button-code) entities)) ; ui drag functions (for play-clj.ui) (defscreen my-screen :on-ui-drag (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) :on-ui-drag-start (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities) :on-ui-drag-stop (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger/mouse (println (:input-y screen)) ; the y position of the finger/mouse (println (:pointer screen)) ; the pointer for the event entities)) ; ui focus functions (for play-clj.ui) (defscreen my-screen :on-ui-keyboard-focus-changed (fn [screen entities] (println (:event screen)) ; the FocusListener.FocusEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/FocusListener.FocusEvent.html (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html (println (:focused? screen)) ; whether it is focused entities) :on-ui-scroll-focus-changed (fn [screen entities] (println (:event screen)) ; the FocusListener.FocusEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/FocusListener.FocusEvent.html (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html (println (:focused? screen)) ; whether it is focused entities)) ; ui gesture functions (for play-clj.ui) (defscreen my-screen :on-ui-fling ; the user dragged a finger over the screen and lifted it (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:velocity-x screen)) ; the x-axis velocity (s) (println (:velocity-y screen)) ; the y-axis velocity (s) (println (:button screen)) ; the mouse button (see button-code) entities) :on-ui-long-press ; the user pressed (fn [screen entities] (println (:actor screen)) ; the Actor - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger entities) :on-ui-pan ; the user dragged a finger over the screen (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger (println (:delta-x screen)) ; the x-axis distance moved (println (:delta-y screen)) ; the y-axis distance moved entities) :on-ui-pan-stop ; the user is no longer panning (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button (see button-code) entities) :on-ui-pinch ; the user performed a pinch zoom gesture (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:initial-pointer-1 screen)) ; the x/y start position of finger 1 (println (:initial-pointer-2 screen)) ; the x/y start position of finger 2 (println (:pointer-1 screen)) ; the x/y end position of finger 1 (println (:pointer-2 screen)) ; the x/y end position of finger 2 entities) :on-ui-tap ; the user tapped (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:input-x screen)) ; the x position of the finger (println (:input-y screen)) ; the y position of the finger (println (:count screen)) ; the number of taps (println (:button screen)) ; the mouse button (see button-code) entities) :on-ui-zoom ; the user performed a pinch zoom gesture (fn [screen entities] (println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html (println (:initial-distance screen)) ; the start distance between fingers (println (:distance screen)) ; the end distance between fingers entities))" [n & {:keys [] :as options}] `(let [fn-syms# (->> (for [[k# v#] ~options] [k# (intern *ns* (symbol (str '~n "-" (name k#))) v#)]) flatten (apply hash-map)) map-sym# (symbol (str '~n "-map")) entities-sym# (symbol (str '~n "-entities")) syms# (assoc fn-syms# :screen (deref (or (resolve map-sym#) (intern *ns* map-sym# (atom {})))) :entities (deref (or (resolve entities-sym#) (intern *ns* entities-sym# (atom [])))))] (def ~n (defscreen* syms#)))) (defn defgame* [{:keys [on-create]}] (proxy [Game] [] (create [] (when on-create (on-create this))))) (defmacro defgame "Defines a game. This should only be called once." [n & {:keys [] :as options}] `(defonce ~n (defgame* ~options))) (defn set-screen! "Creates and displays a screen for the `game` object, using one or more `screen` maps in the order they were provided. (set-screen! my-game main-screen text-screen)" [^Game game & screens] (let [add-inputs! (fn [] (input! :set-input-processor (InputMultiplexer.)) (doseq [{:keys [input-listeners]} screens] (doseq [listener input-listeners] (add-input! listener)))) run-fn! (fn [k & args] (doseq [screen screens] (apply (get screen k) args)))] (.setScreen game (reify Screen (show [this] (add-inputs!) (run-fn! :show)) (render [this d] (run-fn! :render d)) (hide [this] (run-fn! :hide)) (pause [this] (run-fn! :pause)) (resize [this w h] (run-fn! :resize w h)) (resume [this] (run-fn! :resume)) (dispose [this]))))) (defn set-screen-wrapper! "Sets a function that wraps around all screen functions, allowing you to handle errors and perform other custom actions each time they run. ; default behavior (set-screen-wrapper! (fn [screen screen-fn] (screen-fn))) ; if there is an error, print it out and switch to a blank screen ; (this is useful because it makes error recovery easier in a REPL) (set-screen-wrapper! (fn [screen screen-fn] (try (screen-fn) (catch Exception e (.printStackTrace e) (set-screen! my-game blank-screen)))))" [wrapper-fn] (intern 'play-clj.core 'wrapper wrapper-fn)) (defn update! "Runs the equivalent of `(swap! screen-atom assoc ...)`, where `screen-atom` is the atom storing the screen map behind the scenes. Returns the updated `screen` map. (update! screen :renderer (stage))" [{:keys [update-fn!] :as screen} & args] (update-fn! assoc args))