More stuff
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@@ -49,7 +49,8 @@
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entity-relative-mouse-pos (.toLocal ^js entity-layer global-mouse-pos)
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send-interval 25 ; Send every 25ms (10 tps)
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elapsed (.-elapsedMS t)
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{:keys [player entities]} (-> (update @state :elapsed + elapsed)
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{player :player} @state
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{:keys [player entities players]} (-> (update @state :elapsed + elapsed)
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(update/update-state :entities dt layers)
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(update/update-state :players dt layers)
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(update/update-player dt send-interval layers entity-relative-mouse-pos sb)
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@@ -61,10 +62,16 @@
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entity-renderables (->> (vals entities)
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(remove #(nil? (% :renderable)))
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(vec))
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other-players-renderables (->> (vals players)
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(remove #(nil? (% :renderable)))
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(vec))
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world-renderables (vector {:renderable world-layer :x sx :y sy})
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player-renderables (vector player
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(assoc player :renderable (:shootbox player)))
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things-to-update (concat player-renderables entity-renderables world-renderables)]
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things-to-update (concat player-renderables
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other-players-renderables
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entity-renderables
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world-renderables)]
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(doseq [thing things-to-update]
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(let [{renderable :renderable
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x :x
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@@ -17,7 +17,6 @@
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(if (and (nil? (e :renderable)) (e :sprite))
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(let [{entity-layer :entity-layer} layers
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renderable (entity/render entity-layer e)]
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(js/console.log (clj->js e))
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(assoc e :renderable renderable))
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e))
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@@ -56,16 +55,17 @@
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(update :outbox conj {:type "position" :x x :y y}))
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state)))
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;; TODO: Cleanup entities somehow
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(defn update-state [state key dt layers]
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(let [{v key} state
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new-entities (update-vals v #(-> %
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_ (js/console.log (clj->js v))
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new-values (update-vals v #(-> %
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(apply-server-position)
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(apply-renderable layers)
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(apply-velocity dt)))]
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(assoc state key new-entities)))
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(assoc state key new-values)))
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(defn update-player [state dt send-interval layers mouse-pos sb]
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(println state)
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(let [{player :player} state
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updated-player (-> player
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(apply-renderable layers)
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@@ -12,14 +12,20 @@
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[il.system.movement :as movement]))
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(defn ws-handler [state state-chan player-id]
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(println "Starting session for " player-id)
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(go-websocket [in out err]
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(go-loop []
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(when-let [e (<! err)]
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(println (.getMessage e))
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(recur)))
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(go-loop []
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(if-not (contains? (@state :players) player-id)
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(do (s/change state-chan update :players assoc player-id {:out out :in in :err err
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:x 0 :y 0
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:initialized false
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:data (merge p/default-player {:id player-id})})
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(recur))
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(if-let [raw (<! in)]
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(if (contains? (@state :players) player-id)
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(let [msg (j/from-json raw)
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type (get msg :type "invalid")
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state @state]
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@@ -31,12 +37,9 @@
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(println msg)
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(println state)
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(recur))
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(do (s/change state-chan update :players assoc player-id {:out out :in in :err err :x 0 :y 0
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:data (merge p/default-player {:id player-id})})
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(recur)))
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(do
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(s/change state-chan update :players dissoc player-id)
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(println "Closed: " player-id))))))
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(println "Closed: " player-id)))))))
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(defn index-handler [_]
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(h/html
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@@ -58,7 +61,7 @@
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(defn game-loop [state state-chan]
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(go-loop []
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(let [start-time (System/currentTimeMillis)
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max-inputs-per-tick 15000 ; Stops the game from spinning for too long with events endlessly, dropping ticks
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max-inputs-per-tick 15000 ; Stops the game from spinning for too long with events endlessly dropping ticks
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events-to-apply (loop [inputs []
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count 0]
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(if (>= count max-inputs-per-tick)
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@@ -77,16 +80,28 @@
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entities (updated-state :entities)
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players (updated-state :players)]
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(doseq [{:keys [initialized data out] :as player} (vals players)]
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(let [player-id (data :id)]
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(println player)
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(when-not (nil? out)
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(when (nil? initialized)
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(>! out (j/to-json (assoc (merge data (select-keys player [:x :y])) :type "init")))
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(s/change state-chan update-in [:players (data :id)] assoc :initialized true))
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(>! out (j/to-json {:type "sync"
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(when-not initialized
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(let [coords (select-keys player [:x :y])
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data-to-send (conj data coords)
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msg (assoc data-to-send :type "init")]
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(println "Initializing " player-id)
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(async/put! out (j/to-json msg))
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(s/change state-chan update-in [:players player-id] assoc :initialized true)))
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(let [players (update-vals players (fn [e] (-> e
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(select-keys [:x :y :data])
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(#(merge (dissoc % :data) (get % :data))))))
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players-without-player-id (dissoc players player-id)] ; Strip the selected player from the update
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(async/put! out (j/to-json {:type "sync"
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:entities entities
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:players (update-vals players #(select-keys % [:x :y :data :sprite]))})))))
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:players players-without-player-id})))))))
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(let [elapsed (- (System/currentTimeMillis) start-time)
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sleep-time (max 0 (- 50 elapsed))]
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(<! (async/timeout sleep-time)))
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(recur))))
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(defn -main []
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@@ -3,11 +3,10 @@
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[il.common.velocity :as v]))
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(defn handle-position [_ state-chan player-id {x :x y :y}]
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(println "Setting player movement: " player-id x y)
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(s/change state-chan update-in [:players player-id] assoc :x x :y y))
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(defn handle-request-init [_ state-chan player-id _]
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(s/change state-chan update-in [:players player-id] dissoc :initialized))
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(s/change state-chan update-in [:players player-id] assoc :initialized false))
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(defn handle-shoot [_ state-chan player-id msg]
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(let [bullet-id (random-uuid)
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@@ -9,5 +9,4 @@
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:race race/human
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:class class/priest}
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:sprite "https://pixijs.com/assets/bunny.png"
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:speed 10
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:renderable nil})
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:speed 10})
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