(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 ParticleEffectLoader] [com.badlogic.gdx.assets.loaders.resolvers InternalFileHandleResolver] [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 Batch ParticleEffect] [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.math Vector2 Vector3] [com.badlogic.gdx.scenes.scene2d Actor Stage] [com.badlogic.gdx.scenes.scene2d.utils ActorGestureListener 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 (and (not= e-old e-new) (compare-and-set! e-atom e-old e-new)) 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->> (with-meta #(normalize (func screen-map old-entities)) (meta func)) (wrapper screen) (reset-changed! entities old-entities) (update-screen! @screen))))) update-fn! (fn [func args] (doto (apply swap! screen func args) update-screen!))] {:screen screen :entities entities :options options :show (fn [] ; if using a physics engine in a REPL, we need to forcibly dispose ; the world so it is cleaned up properly (some-> @screen :world :object .dispose) ; set the initial values in the screen map (update-fn! assoc [:total-time 0 :update-fn! update-fn! :execute-fn! execute-fn! :on-timer on-timer :input-listeners (input-listeners options execute-fn!) :ui-listeners (ui-listeners options execute-fn!)]) ; run :on-show (execute-fn! on-show) ; update the physics contact listener if a :world was created (some->> (contact-listener @screen options execute-fn!) (vector :contact-listener) (update-fn! assoc))) :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 (fn [w h] (execute-fn! on-resize :width w :height h) (update-screen! @screen)) :resume #(execute-fn! on-resume)})) (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 ; the screen first shows :on-show (fn [screen entities] entities) ; the screen must be rendered (many times per second) :on-render (fn [screen entities] (println (:delta-time screen)) ; time (ms) elapsed since last frame (println (:total-time screen)) ; time (ms) elapsed since :on-show entities) ; the screen was replaced :on-hide (fn [screen entities] entities) ; the screen was resized :on-resize (fn [screen entities] (println (:width screen)) ; the new width of the screen (println (:height screen)) ; the new height of the screen entities) ; the screen resumed from a paused state (mobile only) :on-resume (fn [screen entities] entities) ; the screen paused (mobile only) :on-pause (fn [screen entities] entities) ; a timer created with add-timer! executed :on-timer (fn [screen entities] (println (:id screen)) ; the id supplied when the timer was created entities)) ; input functions ; Tip: convert :input-x and :input-y to screen coordinates with input->screen (defscreen my-screen ; a key was pressed :on-key-down (fn [screen entities] (println (:key screen)) ; the key that was pressed (see key-code) entities) ; a key was typed :on-key-typed (fn [screen entities] (println (:character screen)) ; the character that was pressed entities) ; a key was released :on-key-up (fn [screen entities] (println (:key screen)) ; the key that was released (see key-code) entities) ; the mouse was moved without pressing any buttons :on-mouse-moved (fn [screen entities] (println (:input-x screen)) ; the x position of the mouse (println (:input-y screen)) ; the y position of the mouse entities) ; the mouse wheel was scrolled :on-scrolled (fn [screen entities] (println (:amount screen)) ; the amount scrolled entities) ; the screen was touched or a mouse button was pressed :on-touch-down (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 that was pressed (see button-code) entities) ; a finger or the mouse was dragged :on-touch-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) ; a finger was lifted or a mouse button was released :on-touch-up (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 that was released (see button-code) entities)) ; gesture functions ; Tip: use gesture-detector! to configure these functions (defscreen my-screen ; the user dragged over the screen and lifted :on-fling (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 that was pressed (see button-code) entities) ; the user pressed for a long time :on-long-press (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 entities) ; the user dragged a finger over the screen :on-pan (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 (:delta-x screen)) ; the x-axis distance moved (println (:delta-y screen)) ; the y-axis distance moved entities) ; the user is no longer panning :on-pan-stop (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 that was pressed (see button-code) entities) ; the user performed a pinch zoom gesture :on-pinch (fn [screen entities] (println (:initial-pointer-1 screen)) ; the start position of finger 1 (see the x and y functions) (println (:initial-pointer-2 screen)) ; the start position of finger 2 (see the x and y functions) (println (:pointer-1 screen)) ; the end position of finger 1 (see the x and y functions) (println (:pointer-2 screen)) ; the end position of finger 2 (see the x and y functions) entities) ; the user tapped :on-tap (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 (:count screen)) ; the number of taps (println (:button screen)) ; the mouse button that was pressed (see button-code) entities) ; the user performed a pinch zoom gesture :on-zoom (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) ; Tip: use first-entity and second-entity to get the entities that are contacting (defscreen my-screen ; two bodies began to touch :on-begin-contact (fn [screen entities] (println (:contact screen)) ; the Contact - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Contact.html entities) ; two bodies ceased to touch :on-end-contact (fn [screen entities] (println (:contact screen)) ; the Contact - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/Contact.html entities)) ; 3D physics contact (for play-clj.g3d-physics) ; Tip: use first-entity and second-entity to get the entities that are contacting (defscreen my-screen ; two bodies began to touch :on-begin-contact (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) ; two bodies ceased to touch :on-end-contact (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) ; Tip: use click-listener! to configure these functions (defscreen my-screen ; the ui entity was changed :on-ui-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) ; the ui entity was clicked :on-ui-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) ; the finger/mouse moved over the ui entity :on-ui-enter (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) ; the finger/mouse moved out of the ui entity :on-ui-exit (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) ; the finger/mouse went down on the ui entity :on-ui-touch-down (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 that was pressed (see button-code) entities) ; the finger/mouse moved anywhere :on-ui-touch-dragged (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) ; the finger/mouse went up anywhere :on-ui-touch-up (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 that was released (see button-code) entities)) ; ui drag functions (for play-clj.ui) ; Tip: use drag-listener! to configure these functions (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 ; the user dragged a finger over the screen and lifted it :on-ui-fling (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 that was pressed (see button-code) entities) ; the user pressed :on-ui-long-press (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) ; the user dragged a finger over the screen :on-ui-pan (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) ; the user is no longer panning :on-ui-pan-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 (println (:input-y screen)) ; the y position of the finger (println (:pointer screen)) ; the pointer for the event (println (:button screen)) ; the mouse button that was pressed (see button-code) entities) ; the user performed a pinch zoom gesture :on-ui-pinch (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 start position of finger 1 (see the x and y functions) (println (:initial-pointer-2 screen)) ; the start position of finger 2 (see the x and y functions) (println (:pointer-1 screen)) ; the end position of finger 1 (see the x and y functions) (println (:pointer-2 screen)) ; the end position of finger 2 (see the x and y functions) entities) ; the user tapped :on-ui-tap (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 that was pressed (see button-code) entities) ; the user performed a pinch zoom gesture :on-ui-zoom (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-objects` in the order they were provided. (set-screen! my-game main-screen text-screen)" [^Game game-object & screen-objects] (let [run-fn! (fn [k & args] (doseq [screen screen-objects] (apply (get screen k) args)))] (.setScreen game-object (reify Screen (show [this] (input! :set-input-processor (InputMultiplexer.)) (run-fn! :show) (doseq [{:keys [screen]} screen-objects] (doseq [[_ listener] (:input-listeners @screen)] (add-input! listener)))) (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-atom 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-atom 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)) (defn run! "Runs a function defined in another screen. You may optionally pass a series of key-value pairs, which will be given to the function via its screen map. (run! my-other-screen :on-show) (run! my-other-screen :on-change-color :color :blue)" [screen-object fn-name & options] (let [execute-fn! (-> screen-object :screen deref :execute-fn!) screen-fn (-> screen-object :options (get fn-name))] (apply execute-fn! screen-fn options) nil))