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units.md

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Adding units to the game board

Intro

Now that we have drawn a Checkers board the next step is adding units to the game board. The units in this case will be the red and black pieces for each respective side. Each unit will have a position on the board, I am going to use x and y values. So we can assume that x is whichever column (with respect to the tiles) the unit is in and y is whichever row the unit is in (e.g. [0,0] would refer to the top left tile).

We have established that our units can have state (where the unit is at), and that state can change when a player moves a unit. For now, let's not worry about where a unit can move, and focus on moving a unit from one position on the board to another. Even with this modest requirement we still need to deal with keeping track of all of the units, and the changes to state that are made over time.

To manage the state of our units we are going to use an atom. "Atoms provide a way to manage shared, synchronous, independent state."1 This is exactly what we want to do. For every move that a player makes we want to update the position of that unit in the atom.

In classic Checkers, we know that there are two teams (red and black), we know that each team has 12 units, the units all sit on black tiles, and the black units start on one side while the red units start on the other. They each fill up three rows of black tiles in their starting positions. This information may seem unnecessary or obvious, but it helps me when I am writing a program to get all of the known information out on the table.

Creating a game-state atom

The documentation says that "the intended use of atom is to hold one of Clojure's immutable data structures"[1]. We are going to be holding a vector of maps. The information we need for each unit is, team, x, and y. With this information we can draw the correct unit anywhere on the board.

Open up the ./src/gameboard/core.cljs file in your project, and add the atom right below (tile-size 50).

(def game-state
  (atom 
    {:units 
     [{:team :black, :x 1, :y 0},
      {:team :black, :x 3, :y 0},
      {:team :black, :x 5, :y 0},
      {:team :black, :x 7, :y 0},
      {:team :black, :x 0, :y 1},
      {:team :black, :x 2, :y 1},
      {:team :black, :x 4, :y 1},
      {:team :black, :x 6, :y 1},
      {:team :black, :x 1, :y 2},
      {:team :black, :x 3, :y 2},
      {:team :black, :x 5, :y 2},
      {:team :black, :x 7, :y 2},
      {:team :red, :x 1, :y 5},
      {:team :red, :x 3, :y 5},
      {:team :red, :x 5, :y 5},
      {:team :red, :x 7, :y 5},
      {:team :red, :x 0, :y 6},
      {:team :red, :x 2, :y 6},
      {:team :red, :x 4, :y 6},
      {:team :red, :x 6, :y 6},
      {:team :red, :x 1, :y 7},
      {:team :red, :x 3, :y 7},
      {:team :red, :x 5, :y 7},
      {:team :red, :x 7, :y 7}]}))

code at this point

Drawing units

We are now keeping track of all the units and their positions on the board, the next step is drawing the units in their respective positions. Let's write a draw-unit! function that takes a unit argument, and renders a red/black circle in the correct position on the board.

(defn draw-unit! [unit]
  (.beginPath ctx)
  (.arc ctx (:x unit) (:y unit) 25 0  (* Math/PI 2) false)

  (set! (.-fillStyle ctx) (:team unit))
  (.fill ctx)

  (set! (.-lineWidth ctx) 3)
  (set! (.-strokeStyle ctx) "white")
  (.stroke ctx))

The draw-unit! function takes a unit which will give us all the information we need for drawing the unit. We need to start with the beginPath method as we did when drawing the game board. Then we use the arc method to draw a circle. It takes x, y, radius, startAngle, endAngle, and anticlockwise. We set x and y as the unit's x and y values. We set the radius as 25 pixels, set the startAngle at 0, and the endAngle at 2π, and the anticlockwise to false. The radius is pretty straightforward, but the startAngle and endAngle are a little weird. Why would we need to use 2π as the endAngle. The reason is that the some Canvas API designers decided that radian would make more sense than degrees, so that's what we have to use. Anticlockwise isn't really relevant for a circle so we set it to false. We set the fill to be whatever color the team is (red or black), and then draw a stroke around the circle as we did with the tiles on the game board.

Your game board should now look like this:

It is immediately apparent that our unit isn't rendering in the correct position on the screen. What is happening? Well, our game board coordinates are [0,0] but we actually don't want to render the unit on the canvas at [0, 0], we want to render the unit at the center of the tile. I think it would be a good idea to write a method that translates from game board coordinates to canvas coordinates.

(def tile-offset (/ tile-size 2))

(defn board-position [x y]
   (map #(+ (/ tile-size 2) (* tile-size %)) [x y]))

I have defined a constant tile-offset that gives us the length from the edge of the tile to the center (since our tiles are square this works for both x and y). Below the constant we have a function that is used to position our game piece on the correct tile, and center it within that tile.

Add this to the end of our file:

(mapv draw-unit! (:units @game-state))

This function is mapping all of our units over the draw-unit! function which draws all of our game pieces on their respective tiles.

Your game board should look like this:

Well done!