And there are several agents that realize game objects behavior. For
example this is movement agent:
(defn movement-loop [{:keys [game last-time] {:keys [heroes-container
bullets-container finished?]} :game}]
"Moves heroes by their current direction"
(if-not finished?
(send-off *agent* movement-loop))
(let [curtime (current-seconds)
dt (- curtime last-time)]
(do-with-objects heroes-container
(fn [hero]
(move (select-keys hero [:x :y]) (* (:speed hero) dt)
(:direction hero))))
(do-with-objects bullets-container
(fn [bullet]
(merge
(move (select-keys bullet [:x :y]) (* (:speed
bullet) dt) (:direction bullet))
{:destroy-time (- (:destroy-time bullet) dt)})))
(. Thread (sleep 15))
{:game game :last-time curtime}))
I need to access heroes-container, finished and some other ^Game variables
so I pass the game record into each agent. I supposed that this is normal,
because in any other language we can pass links to the same object. It's
like:
public class CycleLinked {
private List<int> list
private me = this;
private myList = this.list;
//some other data....
}
And the me and myList variables are just 8(16) bytes. These variables are
just links and here's no "cycles" at all.
Why can't I create long posts? to be continued again....
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