diff --git a/lib/src/Cell.dart b/lib/src/Cell.dart index b10142b..4e12f04 100644 --- a/lib/src/Cell.dart +++ b/lib/src/Cell.dart @@ -1,36 +1,6 @@ import 'package:rules_of_living/src/Rule.dart'; class Cell { - bool state; - bool nextState = false; - List surviveRules = new List(); - List birthRules = new List(); - /// For determining if render updates are necessary in [Grid].render() function bool dirty = false; - - Cell([bool state = false]) : this.state = state; - - // Sets the actual state to what it should be next update - // Returns the newly assumed actual state of the cell. - bool advanceState() { - this.state = this.nextState; - this.nextState = false; - - this.dirty = true; - - return this.state; - } - - void update(int neighbors) { - if (state == true) { - surviveRules.forEach((Rule rule) { - if (rule.evaluate(neighbors) == true) this.nextState = true; - }); - } else { - birthRules.forEach((Rule rule) { - if (rule.evaluate(neighbors) == true) this.nextState = true; - }); - } - } } diff --git a/lib/src/Engine.dart b/lib/src/Engine.dart index 84d52e8..36ab89a 100644 --- a/lib/src/Engine.dart +++ b/lib/src/Engine.dart @@ -101,7 +101,8 @@ class Engine { /// directly, since it is automatically taken care of by the processing function. /// If simulation should be advanced manually one time, prefer using step(). void update() { - if (!_grid.update()) running = false; + // TODO: create hasUpdated/hasAdvanced method in simulation to abstract actual updating away + if (_grid.update().length == 0) running = false; } /// Advances Logic One Update diff --git a/lib/src/Simulation.dart b/lib/src/Simulation.dart index ca7bb71..02c3c3a 100644 --- a/lib/src/Simulation.dart +++ b/lib/src/Simulation.dart @@ -1,14 +1,12 @@ import 'dart:html' as html; import 'dart:math' as math; -import 'package:rules_of_living/src/Cell.dart'; import 'package:rules_of_living/src/Grid.dart'; -import 'package:rules_of_living/src/Rule.dart'; enum CellPattern { SpaceShip, Blinker } class Simulation { - final Grid map; + final Grid map; bool _dirty = true; bool _renderEdges = true; @@ -24,30 +22,12 @@ class Simulation { int get h => map.height; Simulation(int w, int h) : this.map = new Grid(w, h) { - for (int i = 0; i < map.length; i++) { - map[i] = _getGOLCell(); - } - print("Grid creation finished"); - } - - Cell _getGOLCell([bool defaultState = false]) { - Cell cell = Cell(defaultState); - Rule threeTrue = new Rule((int n) { - if (n == 3) return true; - return false; - }); - Rule twoTrue = new Rule((int n) { - if (n == 2) return true; - return false; - }); - cell.surviveRules.add(twoTrue); - cell.surviveRules.add(threeTrue); - cell.birthRules.add(threeTrue); - return cell; + reset(); + print("Grid Created"); } void reset() { - map.setAll(0, List.filled(map.length, _getGOLCell())); + map.setAll(0, List.filled(map.length, false)); if (_startingSeed != null) addPattern( pattern: _pattern, @@ -117,27 +97,46 @@ class Simulation { } void setCellState(int x, int y, bool state) { - if (y < map.height && x < map.width) map.get(x, y).state = state; + if (y >= map.height || x >= map.width) return null; + + state ? map.set(x, y, true) : map.set(x, y, false); } bool getCellState(int x, int y) { - if (y < map.height && x < map.width) return map.get(x, y).state; - return null; + if (y >= map.height || x >= map.width) return null; + + return map.get(x, y); } - bool update() { - bool stateChanges = false; + void toggleCellState(int x, int y) { + if (y >= map.height || x >= map.width) return null; + + getCellState(x, y) == null + ? setCellState(x, y, true) + : setCellState(x, y, false); + } + + Map update() { + Map stateChanges = calculateNextState(map); + + stateChanges.forEach((i, el) => map[i] = el); + stateChanges.length != 0 ? _dirty = true : false; + return stateChanges; + } + + Map calculateNextState(Grid oldState) { + Map stateChanges = Map(); for (int i = 0; i < map.length; i++) { math.Point p = map.toCoordinates(i); - map[i].update(getSurroundingNeighbors(p.x, p.y, 1)); + bool cell = map[i]; + int neighbors = getSurroundingNeighbors(p.x, p.y, 1); + if (cell == false && neighbors == 3) { + stateChanges[i] = true; + } else if (cell == true && neighbors != 2 && neighbors != 3) { + stateChanges[i] = false; + } } - // TODO when implementing changeSet we can remove this second loop and add to changeSet in the first - map.forEach((Cell el) { - if (el.state != el.nextState) stateChanges = true; - el.advanceState(); - }); - stateChanges ? _dirty = true : false; return stateChanges; } @@ -149,7 +148,7 @@ class Simulation { iy >= 0 && ix < map.width && iy < map.height && - map.get(ix, iy).state == true && + getCellState(ix, iy) == true && !(x == ix && y == iy)) count++; } } @@ -171,7 +170,7 @@ class Simulation { ctx.strokeRect(p.x * brickW, p.y * brickH, brickW, brickH); } - if (map[i].state == true) + if (map[i] == true) ctx.setFillColorRgb(155, 155, 255); else ctx.setFillColorRgb(0, 0, 0);