最近学习Clojure,买了<<Clojure程序设计>>,对里面大部分章节进行了精读. 比如贪吃蛇程序,并且这个程序也比较精简,200行不到.
在读的过程中,对不能一目了然的地方,添加了注释,现发出来,希望能对有的人有用.
;; ;;Excerpted from "Programming Clojure, Second Edition", ;;published by The Pragmatic Bookshelf. ;;Copyrights apply to this code. It may not be used to create training material, ;;courses, books, articles, and the like. Contact us if you are in doubt. ;;We make no guarantees that this code is fit for any purpose. ;;Visit http://www.pragmaticprogrammer.com/titles/shcloj2 for more book information. ;; ; Inspired by the snakes that have gone before: ; Abhishek Reddy's snake: http://www.plt1.com/1070/even-smaller-snake/ ; Mark Volkmann's snake: http://www.ociweb.com/mark/programming/ClojureSnake.html ; The START:/END: pairs are production artifacts for the book and not ; part of normal Clojure style (ns examples.snake (:import (java.awt Color Dimension) (javax.swing JPanel JFrame Timer JOptionPane) (java.awt.event ActionListener KeyListener)) (:use examples.import-static)) (import-static java.awt.event.KeyEvent VK_LEFT VK_RIGHT VK_UP VK_DOWN) ; ---------------------------------------------------------- ; functional model ; ---------------------------------------------------------- (def width 75) (def height 50) (def point-size 10) (def turn-millis 75) (def win-length 5) ;通过Map定义了4个运动方向 (def dirs { VK_LEFT [-1 0] VK_RIGHT [ 1 0] VK_UP [ 0 -1] VK_DOWN [ 0 1]}) ;当snake吃到苹果后, snak的长度需要添加1 (defn add-points [& pts] (vec (apply map + pts))) ;pt是 snake的节点坐标(body)信息,或者apple的位置(location)坐标信息, 数据结构是一个2维vector [(rand-int width) (rand-int height)] ; ;(pt 0):取vector#pt的第一个元素返回,X坐标 ;(pt 1):取vector#pt的第二个元素返回,Y坐标 (defn point-to-screen-rect [pt] (map #(* point-size %) [(pt 0) (pt 1) 1 1])) (defn create-apple [] {:location [(rand-int width) (rand-int height)] :color (Color. 210 50 90) :type :apple}) (defn create-snake [] {:body (list [1 1]) :dir [1 0] :type :snake :color (Color. 15 160 70)}) ;这种函数定义方式很少见,可参考 http://stuartsierra.com/2010/01/15/keyword-arguments-in-clojure ;参数1是一个Map, 使用了结构的办法直接传递给函数体, ;参数2不是必须的, 是变长参数(在此Demo程序中,传入了一个类型为key的实参,类似于传入了True ) ;业务逻辑就是在snak移动的过程中,判断是否需要增长一个节点 ;:keys [body dir]} 从输入Map中,寻找:body所对应的Value并赋值给body ; (defn move [{:keys [body dir] :as snake} & grow] (assoc snake :body (cons (add-points (first body) dir) (if grow body (butlast body))))) (defn turn [snake newdir] (assoc snake :dir newdir)) (defn win? [{body :body}] (>= (count body) win-length)) ;检测snake是否出现交叉,当snake长度扩张后容易出现 (defn head-overlaps-body? [{[head & body] :body}] (contains? (set body) head)) (def lose? head-overlaps-body?) ;snake头和苹果重合时, snake吃掉apple (defn eats? [{[snake-head] :body} {apple :location}] (= snake-head apple)) ; ---------------------------------------------------------- ; mutable model ; ---------------------------------------------------------- ;苹果被吃和新苹果显示,需要在一个事务中; ;如果被吃,需要重新生成苹果,然后Move需要考虑蛇的增长 ;如果没有被吃,则只需简单Move (defn update-positions [snake apple] (dosync (if (eats? @snake @apple) (do (ref-set apple (create-apple)) (alter snake move :grow)) (alter snake move))) nil) ;Snake的:dir因为同时被move函数读取,所以读取:dir与update :dir需要通过事务来隔离. (defn update-direction [snake newdir] (when newdir (dosync (alter snake turn newdir)))) (defn reset-game [snake apple] (dosync (ref-set apple (create-apple)) (ref-set snake (create-snake))) nil) ; ---------------------------------------------------------- ; gui ; ---------------------------------------------------------- (defn fill-point [g pt color] (let [[x y width height] (point-to-screen-rect pt)] (.setColor g color) ;x,y指定了横纵坐标, width,height指定了矩形的宽和高 (.fillRect g x y width height))) ;声明一个多态的方法,具体的实现由Object中的:type决定, 在此Demo中:type有2类, :apple, :snake (defmulti paint (fn [g object & _] (:type object))) ;多态的实现之一 (defmethod paint :apple [g {:keys [location color]}] ; <label id="code.paint.apple"/> (fill-point g location color)) ;多态的实现之一 (defmethod paint :snake [g {:keys [body color]}] ; <label id="code.paint.snake"/> ;doseq 使用point 迭代 body里面的每一个元素,然后传递给(fill-point g point color)处理 ;确保snake body里面的每一个元素都被打印 (doseq [point body] (fill-point g point color))) ;返回的是一个Class,实现了2个接口,覆写父类的部分方法 (defn game-panel [frame snake apple] ;JPanel是Class, ActionListener KeyListener 是Interface (proxy [JPanel ActionListener KeyListener] [] (paintComponent [g] ; <label id="code.game-panel.paintComponent"/> 重写 JComponent.paintComponent方法 (proxy-super paintComponent g) (paint g @snake) (paint g @apple)) (actionPerformed [e] ; <label id="code.game-panel.actionPerformed"/>实现接口ActionListener总的方法 (update-positions snake apple) (when (lose? @snake) (reset-game snake apple) (JOptionPane/showMessageDialog frame "You lose!")) (when (win? @snake) (reset-game snake apple) (JOptionPane/showMessageDialog frame "You win!")) (.repaint this)) (keyPressed [e] ; <label id="code.game-panel.keyPressed"/> ;实现接口KeyListener中的方法 (update-direction snake (dirs (.getKeyCode e)))) ;捕捉键盘方向键,然后转换成之前定义的Map中寻找匹配的Value (getPreferredSize [] ;重写 JComponent.getPreferredSize 方法 (Dimension. (* (inc width) point-size) (* (inc height) point-size))) (keyReleased [e]) ;实现接口KeyListener中的方法 (keyTyped [e]))) ;实现接口KeyListener中的方法 (defn game [] (let [snake (ref (create-snake)) ; <label id="code.game.let"/> apple (ref (create-apple)) frame (JFrame. "Snake") panel (game-panel frame snake apple) timer (Timer. turn-millis panel)] ;设置Panel对应的监听 (doto panel ; <label id="code.game.panel"/> (.setFocusable true) (.addKeyListener panel)) ;将游戏Panel关联到frame上面 (doto frame ; <label id="code.game.frame"/> (.add panel) (.pack) (.setVisible true)) (.start timer) ; <label id="code.game.timer"/> [snake, apple, timer])) ; <label id="code.game.return"/>