moved shell and shell-id to top level of world
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d0ab2bd8b8
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499602baa6
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@ -195,15 +195,15 @@
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var animateWorld = function(previousWorld, currentWorld) {
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ctx.clearRect(0, 0, width, height);
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var currentShellMap = currentWorld.shells["shell-map"];
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var previousShellMap = previousWorld.shells["shell-map"];
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for (key in previousShellMap) {
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if (previousShellMap.hasOwnProperty(key)) {
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if (currentShellMap.hasOwnProperty(key)) {
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drawShell(previousShellMap[key]);
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var currentShells = currentWorld["shells"];
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var previousShells = previousWorld["shells"];
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for (key in previousShells) {
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if (previousShells.hasOwnProperty(key)) {
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if (currentShells.hasOwnProperty(key)) {
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drawShell(previousShells[key]);
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}
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else {
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explodeShell(previousShellMap[key]);
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explodeShell(previousShells[key]);
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}
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}
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}
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@ -216,7 +216,7 @@
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}
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});
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if (currentWorld.shells["next-id"] !== previousWorld.shells["next-id"]) {
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if (currentWorld["next-shell-id"] !== previousWorld["next-shell-id"]) {
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console.log("hoi");
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nextSoundEl.get().play();
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}
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@ -34,6 +34,6 @@
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(compact-shells [world]
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(update-in
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world
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[:shells :shell-map]
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[:shells]
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#(map (comp three-sigs-map select-shell-keys) %)))]
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(map (comp compact-shells compact-robots) worlds)))
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@ -111,7 +111,7 @@
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; It's a no-op if the shot clock hasn't reached zero yet.
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{:write-register
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(fn [{:keys [robot-idx field-name]}
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{{:keys [shell-map next-id] :as shells} :shells :as world}
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{:keys [shells next-shell-id] :as world}
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data]
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(let [{:keys [pos-x pos-y aim shot-timer] :as robot}
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(get-in world (path-to-robot robot-idx))]
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@ -123,9 +123,8 @@
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GAME-SECONDS-PER-SHOT)]
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(assoc
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world-with-new-shot-timer
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:shells
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{:shell-map (merge shell-map (shell/init-shell pos-x pos-y aim next-id data))
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:next-id (inc next-id)})))))})
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:shells (merge shells (shell/init-shell pos-x pos-y aim next-shell-id data))
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:next-shell-id (inc next-shell-id))))))})
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(defn get-target-register
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"helper function for DataRegister record"
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@ -10,11 +10,8 @@
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(defn init-world
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"initialize all the variables for a robot world."
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[programs]
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; TODO: have :shells and :next-shell-id be top-level fields,
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; and dispense with :shell-map. Need to changes stuff throughout
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; the project; search for shells and shell-map in clj and js.
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{:shells {:next-id 0
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:shell-map {}}
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{:shells {}
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:next-shell-id 0
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:robots (vec (map-indexed (fn [idx program]
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(robot/init-robot
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idx
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@ -27,16 +24,17 @@
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(defn tick-combined-world
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[starting-world]
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(let [{shells :shells :as ticked-robots-world} (reduce (fn [{robots :robots :as world} robot-idx]
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(robot/tick-robot (robots robot-idx) world))
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starting-world
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(range (count (:robots starting-world))))
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ticked-shells (map shell/tick-shell (:shell-map shells))
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(let [{:keys [shells next-shell-id] :as ticked-robots-world}
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(reduce (fn [{robots :robots :as world} robot-idx]
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(robot/tick-robot (robots robot-idx) world))
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starting-world
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(range (count (:robots starting-world))))
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ticked-shells (map shell/tick-shell shells)
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live-shells (remove :exploded ticked-shells)
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exploded-shells (filter :exploded ticked-shells)]
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; TODO: make this a real let-binding, that determines
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; which robots were damaged.
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(let [damaged-world ticked-robots-world]
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(assoc-in damaged-world [:shells :shell-map] live-shells))))
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(assoc damaged-world :shells live-shells))))
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(def build-combined-worlds (partial iterate tick-combined-world))
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