Files
play-clj/src/play_clj/core.clj
2014-05-16 18:24:43 -04:00

487 lines
25 KiB
Clojure

(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 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.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 (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)))))]
; add the input listeners to the screen atom
(when-not (:input-listeners @screen)
(->> (input-listeners options execute-fn!)
(swap! screen assoc :input-listeners)))
; 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)}))
(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)
:on-timer ; a timer created with add-timer! executed
(fn [screen entities]
(println (:id screen)) ; the id supplied when the timer was created
entities))
; input functions
; Tip: use input-processor! to run these functions manually
(defscreen my-screen
:on-key-down ; a key was pressed
(fn [screen entities]
(println (:key screen)) ; the key that was pressed (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 key that was released (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 that was pressed (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 that was released (see button-code)
entities))
; gesture functions
; Tip: use gesture-detector! to configure these functions and run them manually
(defscreen my-screen
:on-fling ; the user dragged over the screen and lifted
(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)
:on-long-press ; the user pressed for a long time
(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)
:on-pan ; the user dragged a finger over the screen
(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)
:on-pan-stop ; the user is no longer panning
(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)
:on-pinch ; the user performed a pinch zoom gesture
(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)
:on-tap ; the user tapped
(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)
: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)
; Tip: use first-entity and second-entity to get the get the entities that are contacting
(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))
; 3D physics contact (for play-clj.g3d-physics)
; Tip: use first-entity and second-entity to get the get the entities that are contacting
(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)
; Tip: use change-listener! and click-listener! to configure these functions and run them manually
(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 that was pressed (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 that was released (see button-code)
entities))
; ui drag functions (for play-clj.ui)
; Tip: use drag-listener! to configure these functions and run them manually
(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)
; Tip: use focus-listener! to run these functions manually
(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)
; Tip: use actor-gesture-listener! to configure these functions and run them manually
(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 that was pressed (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 that was pressed (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 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)
: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 that was pressed (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 [screen]} screens]
(doseq [[_ listener] (:input-listeners @screen)]
(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))