Implement new Grid into Simulation

This commit is contained in:
Marty Oehme 2018-08-30 10:57:14 +02:00
parent 2dc1d7fecd
commit 227357a745
1 changed files with 47 additions and 84 deletions

View File

@ -2,14 +2,13 @@ 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 int w;
final int h;
final List<List<Cell>> map;
final Grid<Cell> map;
bool _dirty = true;
bool _renderEdges = true;
@ -21,17 +20,27 @@ class Simulation {
int _dispersal;
CellPattern _pattern;
Simulation(int w, int h)
: this.w = w,
this.h = h,
this.map = new List() {
map.addAll(_buildGrid(w, h));
Simulation(int w, int h) : this.map = new Grid.fill(w, h, _getGOLCell()) {
print("Grid creation finished");
}
static 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)..add(threeTrue);
cell.birthRules.add(twoTrue);
return cell;
}
void reset() {
map.setAll(0, _buildGrid(w, h));
map.setAll(0, List.filled(map.length, _getGOLCell()));
if (_startingSeed != null)
addPattern(
pattern: _pattern,
@ -57,8 +66,8 @@ class Simulation {
_amount = amount ?? rng.nextInt(20);
_dispersal = dispersal ?? 10;
_pattern = pattern;
int cx = x ?? rng.nextInt(w ~/ 3) + (w ~/ 3);
int cy = y ?? rng.nextInt(h ~/ 3) + (h ~/ 3);
int cx = x ?? rng.nextInt(map.width ~/ 3) + (map.width ~/ 3);
int cy = y ?? rng.nextInt(map.height ~/ 3) + (map.height ~/ 3);
switch (pattern) {
// Two blocks, offset
// ##
@ -101,70 +110,26 @@ class Simulation {
}
void setCellState(int x, int y, bool state) {
if (y < map.length && x < map[y].length) map[y][x].state = state;
if (y < map.height && x < map.width) map.get(x, y).state = state;
}
bool getCellState(int x, int y) {
if (y < map.length && x < map[y].length) return map[y][x].state;
if (y < map.height && x < map.width) return map.get(x, y).state;
return null;
}
List<List<Cell>> _buildGrid(int w, int h) {
print("grid being created");
List<List<Cell>> grid = new List(h);
// GENERAL RULE LAYOUT
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;
});
// DEBUG RULE TESTING FOR PATTERNS
Rule coagSurvive = new Rule((int n) {
if (n == 1) return true;
return false;
});
Rule coagBirth = new Rule((int n) {
if (n == 1) return true;
return false;
});
for (int y = 0; y < h; y++) {
grid[y] = new List(w);
for (int x = 0; x < w; x++) {
// GIVES RULES FOR CONWAY GAME OF LIFE BY DEFAULT S23/B3
Cell cell = new Cell();
// cell.surviveRules.add(twoTrue);
cell.surviveRules.add(threeTrue);
cell.surviveRules.add(twoTrue);
cell.birthRules.add(threeTrue);
grid[y][x] = cell;
}
}
return grid;
}
bool update() {
bool stateChanges = false;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
// DEFAULTS TO CONWAY GAME OF LIFE RANGE OF ONE
map[y][x].update(getSurroundingNeighbors(x, y, 1));
}
}
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
Cell c = map[y][x];
if (c.state != c.nextState) stateChanges = true;
c.advanceState();
if (!_dirty && map[y][x].dirty) _dirty = true;
}
for (int i = 0; i < map.length; i++) {
math.Point p = map.toCoordinates(i);
map[i].update(getSurroundingNeighbors(p.x, p.y, 1));
}
// 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();
});
return stateChanges;
}
@ -174,9 +139,9 @@ class Simulation {
for (int ix = x - range; ix <= x + range; ix++) {
if (ix > 0 &&
iy > 0 &&
iy < map.length &&
ix < map[iy].length &&
map[iy][ix].state == true &&
iy < map.height &&
ix < map.width &&
map.get(x, y).state == true &&
!(x == ix && y == iy)) {
count++;
}
@ -190,24 +155,22 @@ class Simulation {
if (!_dirty) return;
html.CanvasRenderingContext2D ctx = canvas.getContext('2d');
int brickW = (canvas.width ~/ map[0].length);
int brickH = (canvas.height ~/ map.length);
int brickW = (canvas.width ~/ map.width);
int brickH = (canvas.height ~/ map.height);
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (int y = 0; y < map.length; y++) {
for (int x = 0; x < map[y].length; x++) {
if (_renderEdges) {
ctx.setStrokeColorRgb(100, 100, 100);
ctx.strokeRect(x * brickW, y * brickH, brickW, brickH);
}
Cell c = map[y][x];
if (c.state == true)
ctx.setFillColorRgb(155, 155, 255);
else
ctx.setFillColorRgb(0, 0, 0);
ctx.fillRect(x * brickW, y * brickH, brickW, brickH);
for (int i; i < map.length; i++) {
math.Point p = map.toCoordinates(i);
if (_renderEdges) {
ctx.setStrokeColorRgb(100, 100, 100);
ctx.strokeRect(p.x * brickW, p.y * brickH, brickW, brickH);
}
if (map[i].state == true)
ctx.setFillColorRgb(155, 155, 255);
else
ctx.setFillColorRgb(0, 0, 0);
ctx.fillRect(p.x * brickW, p.y * brickH, brickW, brickH);
}
_dirty = false;