2018-07-20 09:58:11 +00:00
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import 'dart:html';
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2018-07-20 12:36:32 +00:00
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import 'dart:math';
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2018-07-20 12:05:48 +00:00
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typedef void gridIterator(int x, int y);
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2018-07-20 09:58:11 +00:00
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class Game {
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List<List<Color>> grid;
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CanvasElement canvas;
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2018-07-20 12:36:32 +00:00
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Random rng = new Random();
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2018-07-20 09:58:11 +00:00
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2018-07-20 12:36:32 +00:00
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double _oscill = 0.1;
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bool _oscillDir = true; // oscillate upwards (true) or downwards (false)
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2018-07-20 17:51:13 +00:00
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double _OSCILLSPEED = 1.0;
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2018-07-20 09:58:11 +00:00
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bool _fwd = true;
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Game(CanvasElement this.canvas) {
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2018-07-20 17:51:13 +00:00
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grid = _buildGrid(5, new Color(255, 255, 255));
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2018-07-20 09:58:11 +00:00
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}
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2018-07-20 14:28:12 +00:00
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// In-World Logic Updates
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2018-07-20 12:36:32 +00:00
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void update([num dt]) {
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int ry = rng.nextInt(grid.length);
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grid[ry][rng.nextInt(grid[ry].length)] = new Color(rng.nextInt(255), rng.nextInt(255), rng.nextInt(255));
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}
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2018-07-20 09:58:11 +00:00
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2018-07-20 14:28:12 +00:00
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// Render Pipeline
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2018-07-20 09:58:11 +00:00
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void draw([num interp]) {
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2018-07-20 15:47:11 +00:00
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CanvasRenderingContext2D ctx = this.canvas.context2D;
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2018-07-20 09:58:11 +00:00
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int brickW = (canvas.width ~/ grid[0].length);
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int brickH = (canvas.height ~/ grid.length);
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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2018-07-20 14:28:12 +00:00
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_grid_foreach((x, y) {
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2018-07-20 17:51:13 +00:00
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Color col = _getOscillatedCol(grid[y][x]);
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2018-07-20 12:36:32 +00:00
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ctx.setFillColorRgb(col.r, col.g, col.b);
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2018-07-20 09:58:11 +00:00
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ctx.fillRect(x*brickW, y*brickH, brickW, brickH);
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2018-07-20 12:05:48 +00:00
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});
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2018-07-20 17:51:13 +00:00
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// This should usually be place in update()
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// Placed here to highlight render speed changes for some examples
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// See dirty flag Loop for details
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_oscillate();
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2018-07-20 09:58:11 +00:00
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}
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2018-07-20 14:28:12 +00:00
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// Slightly oscillating colors to highlight rendering updates
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2018-07-20 17:51:13 +00:00
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void _oscillate() {
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2018-07-20 12:36:32 +00:00
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if(_oscill >= 50.0 || _oscill <= -50.0) {
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_oscillDir = !_oscillDir;
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_oscill = max( min(_oscill, 49.0), -49.0);
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}
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else _oscillDir == true ? _oscill += _OSCILLSPEED : _oscill -= _OSCILLSPEED;
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2018-07-20 17:51:13 +00:00
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}
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2018-07-20 12:36:32 +00:00
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2018-07-20 17:51:13 +00:00
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Color _getOscillatedCol(Color col) {
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2018-07-20 12:36:32 +00:00
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int o = _oscill.toInt();
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return new Color(col.r + o, col.g + o, col.b + o);
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}
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2018-07-20 09:58:11 +00:00
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2018-07-20 14:28:12 +00:00
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void _grid_foreach(gridIterator fun) {
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2018-07-20 12:05:48 +00:00
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for (int y = 0; y < grid.length; y++) {
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for (int x = 0; x < grid[y].length; x++) {
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fun(x, y);
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}
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}
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2018-07-20 09:58:11 +00:00
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}
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2018-07-20 17:51:13 +00:00
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List<List<Color>> _buildGrid(int size, Color col) {
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List<List<Color>> grid = new List(size);
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for (int y = 0; y < size; y++) {
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grid[y] = new List(size);
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for (int x = 0; x < size; x++) {
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2018-07-20 09:58:11 +00:00
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grid[y][x] = col;
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}
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}
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return grid;
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}
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2018-07-20 17:51:13 +00:00
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// Grid Size Button Implementation
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// true makes squares larger
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// false makes squares smaller
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void changeGridSize(bool larger) {
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if(larger) {
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if(grid.length <= 5) return;
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this.grid = _buildGrid(grid.length - 5, Color(255, 255, 255));
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} else {
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if(grid.length >= 60) return;
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this.grid = _buildGrid(grid.length + 5, Color(255, 255, 255));
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}
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}
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2018-07-20 09:58:11 +00:00
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}
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class Color {
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final int r;
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final int g;
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final int b;
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const Color(this.r, this.g, this.b);
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}
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