cellular-automata/lib/src/Engine.dart

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import 'dart:html' as html;
import 'package:rules_of_living/src/Grid.dart';
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class Engine {
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// Elapsed Time Counter - useful for Safety Timeout
Stopwatch _elapsed = new Stopwatch();
// Game Tick Rate - *does* impact game speed
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int _MS_PER_STEP = 1000 ~/ 3;
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// Max Frame (i.e. Rendering) rate - does *not* impact game speed
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final int _MS_PER_FRAME = 1000 ~/ 30;
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// ms stuck in updateloop after which game will declare itself unresponsive
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final int SAFETY_TIMEOUT = 2000;
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num _updateLag = 0.0;
num _drawLag = 0.0;
final html.CanvasElement canvas;
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Grid _grid = new Grid(100, 100);
bool _running = false;
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Engine(this.canvas) {
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_elapsed.start();
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_grid.addPattern(amount: 15, dispersal: 5);
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}
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void reset() {
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_grid.reset();
running = false;
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}
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void clear() {
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_grid = new Grid(100, 100);
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running = false;
}
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void process(num now) {
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_drawLag += _elapsed.elapsedMilliseconds;
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_updateLag += _elapsed.elapsedMilliseconds;
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_elapsed.reset();
while (_updateLag >= _MS_PER_STEP) {
if (_elapsed.elapsedMilliseconds > SAFETY_TIMEOUT) {
// TODO stub - give warning etc when this occurs
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print("ERROR STUCK IN UPDATE LOOP");
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break;
}
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if (running == true) update();
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_updateLag -= _MS_PER_STEP;
}
if (_drawLag >= _MS_PER_FRAME) {
render(_updateLag / _MS_PER_STEP);
_drawLag = 0;
}
}
void update() {
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// print("updating");
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if (!_grid.update()) running = false;
}
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void step() {
running = false;
_grid.update();
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}
void render([num interp]) {
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// print("rendering");
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_grid.render(canvas, interp);
}
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void addPattern(
{CellPattern pattern, int x, int y, int amount, int dispersal, int seed}) {
_grid.addPattern(
pattern: pattern,
x: x,
y: y,
amount: amount,
dispersal: dispersal,
seed: seed);
}
void toggleEdgeRendering() {
_grid.renderEdges = !_grid.renderEdges;
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}
void set running(bool on) => _running = on;
bool get running => _running;
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}