browserloops-examples/lib/game/Game.dart

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import 'dart:html';
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import 'dart:math';
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typedef void gridIterator(int x, int y);
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class Game {
List<List<Color>> grid;
CanvasElement canvas;
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Random rng = new Random();
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double _oscill = 0.1;
bool _oscillDir = true; // oscillate upwards (true) or downwards (false)
double _OSCILLSPEED = 1.0;
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bool _fwd = true;
Point _curPos = Point(-1, 0);
bool isRandom = false;
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Game(CanvasElement this.canvas) {
grid = _buildGrid(5, new Color(255, 255, 255));
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}
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// In-World Logic Updates
void update([int speed]) {
Point next = isRandom ? nextPosRandom() : nextPosOrdered(_curPos);
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if (_curPos.x < 0) _curPos = Point(0, _curPos.y);
Color newColor = isRandom ? randomColor() : nextColor(
grid[_curPos.y][_curPos.x], step: speed ?? 1);
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grid[next.y][next.x] = newColor;
_curPos = next;
}
Point nextPosOrdered(Point curPos) {
Point pos = Point(curPos.x, curPos.y);
pos = Point(pos.x + 1, pos.y);
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if (pos.x >= grid[pos.y].length) pos = Point(0, pos.y + 1);
if (pos.y >= grid.length) pos = Point(0, 0);
return pos;
}
Point nextPosRandom() {
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int ry = rng.nextInt(grid.length);
return Point(rng.nextInt(grid[ry].length), ry);
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}
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Color randomColor([int max = 255]) {
return new Color(rng.nextInt(max), rng.nextInt(max), rng.nextInt(max));
}
Color nextColor(Color col, {int step = 1}) {
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if (col.r > 254 || col.g > 254 || col.b > 254) return randomColor(100);
if (col.r > col.g && col.r > col.b)
return Color(col.r + step, col.g, col.b);
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else if (col.b > col.r && col.b > col.g)
return Color(col.r, col.g, col.b + step);
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else
return Color(col.r, col.g + step, col.b);
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}
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// Render Pipeline
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void draw([num interp]) {
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CanvasRenderingContext2D ctx = this.canvas.context2D;
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int brickW = (canvas.width ~/ grid[0].length);
int brickH = (canvas.height ~/ grid.length);
ctx.clearRect(0, 0, canvas.width, canvas.height);
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_grid_foreach((x, y) {
Color col = _getOscillatedCol(grid[y][x]);
ctx.setFillColorRgb(col.r, col.g, col.b);
ctx.fillRect(x * brickW, y * brickH, brickW, brickH);
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});
// This should usually be place in update()
// Placed here to highlight render speed changes for some examples
// See variable timestep & dirty flag Loops for details
_oscillate();
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}
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// Slightly oscillating colors to highlight rendering updates
void _oscillate() {
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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);
} else
_oscillDir == true ? _oscill += _OSCILLSPEED : _oscill -= _OSCILLSPEED;
}
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Color _getOscillatedCol(Color col) {
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int o = _oscill.toInt();
return new Color(col.r + o, col.g + o, col.b + o);
}
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void _grid_foreach(gridIterator fun) {
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for (int y = 0; y < grid.length; y++) {
for (int x = 0; x < grid[y].length; x++) {
fun(x, y);
}
}
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}
List<List<Color>> _buildGrid(int size, Color col) {
List<List<Color>> grid = new List(size);
for (int y = 0; y < size; y++) {
grid[y] = new List(size);
for (int x = 0; x < size; x++) {
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grid[y][x] = col;
}
}
return grid;
}
// Grid Size Button Implementation
// true makes squares larger
// false makes squares smaller
void changeGridSize(bool larger) {
if (larger) {
if (grid.length <= 5) return;
this.grid = _buildGrid(grid.length - 5, Color(255, 255, 255));
} else {
if (grid.length >= 60) return;
this.grid = _buildGrid(grid.length + 5, Color(255, 255, 255));
}
}
void toggleRandomOrder() {
isRandom = !isRandom;
}
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}
class Color {
final int r;
final int g;
final int b;
const Color(this.r, this.g, this.b);
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@override
String toString() {
return "Color: (r:$r, g:$g, b:$b)";
}
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}