I've got a single moving square and a small pile of Clojure written so far, but now what I want to do is have a collection of moving squares because no game of Space Invaders is complete without aliens, and last I checked there was more than one of them.

Well, if I want lots of squares I'm going to have to look at some means of representing collections in Clojure and my searches take me to Sequences

To create a sequence, I can do something like this

```
(defn createSeq []
(for [x [0 1 2 3]]
x
)
)
```

Which returns me a sequence containing 0 1 2 3, an important point here is (at least I think), is that this sequence is *lazy*, it has not been executed yet.

Now, my collection of invaders will actually be 2D, so what I can actually do is

```
(defn createSeq []
(for [x [0 1 2 3] y [0 1 2 3]]
[x y]
)
)
```

Which returns me a sequence containing lots of [x y] pairs, so [0 0] [0 1] [0 2] etc.

Of course, there are functions for me here, so I can make a range

```
(defn createSeq []
(for [x (range 0 100 10)
y (range 0 100 10)]
[x y]
)
)
```

Pretty nifty if I do say so myself, so what I can start with if I want to draw a grid of yellow squares is something like

```
(defn initState []
(for [x (range 0 100 10)
y (range 0 100 10)]
[x y]
)
)
```

And I can call my initial tick method, passing in this state

```
(defn ^:export init []
(tick (initState))
)
```

And then loop through this

```
(defn tick [enemies]
(let [ctx (context)]
(clearScreen ctx)
(doseq [[x y] enemies] (drawSquare ctx x y 5 5))
(js/setTimeout (fn []
(tick enemies)
) 33 )
)
)
```

Note that I'm able to expand the content of this sequence as part of the doseq call

```
(doseq [[x y] enemies] (drawSquare ctx x y 5 5))
```

Gotta like that at least a little bit!

About this doseq, this doseq is *explicitly* created to allow for side effects, I could have done

```
(for [[x y] enemies] (drawSquare ctx x y 5 5))
```

But nothing would happen because this is lazy too - had my head scratching for a while on that one...

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