Implement new Grid into Simulation
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2dc1d7fecd
commit
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1 changed files with 47 additions and 84 deletions
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@ -2,14 +2,13 @@ import 'dart:html' as html;
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import 'dart:math' as math;
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import 'dart:math' as math;
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import 'package:rules_of_living/src/Cell.dart';
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import 'package:rules_of_living/src/Cell.dart';
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import 'package:rules_of_living/src/Grid.dart';
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import 'package:rules_of_living/src/Rule.dart';
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import 'package:rules_of_living/src/Rule.dart';
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enum CellPattern { SpaceShip, Blinker }
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enum CellPattern { SpaceShip, Blinker }
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class Simulation {
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class Simulation {
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final int w;
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final Grid<Cell> map;
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final int h;
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final List<List<Cell>> map;
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bool _dirty = true;
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bool _dirty = true;
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bool _renderEdges = true;
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bool _renderEdges = true;
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@ -21,17 +20,27 @@ class Simulation {
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int _dispersal;
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int _dispersal;
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CellPattern _pattern;
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CellPattern _pattern;
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Simulation(int w, int h)
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Simulation(int w, int h) : this.map = new Grid.fill(w, h, _getGOLCell()) {
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: this.w = w,
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this.h = h,
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this.map = new List() {
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map.addAll(_buildGrid(w, h));
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print("Grid creation finished");
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print("Grid creation finished");
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}
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}
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static Cell _getGOLCell([bool defaultState = false]) {
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Cell cell = Cell(defaultState);
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Rule threeTrue = new Rule((int n) {
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if (n == 3) return true;
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return false;
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});
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Rule twoTrue = new Rule((int n) {
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if (n == 2) return true;
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return false;
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});
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cell.surviveRules..add(twoTrue)..add(threeTrue);
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cell.birthRules.add(twoTrue);
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return cell;
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}
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void reset() {
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void reset() {
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map.setAll(0, _buildGrid(w, h));
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map.setAll(0, List.filled(map.length, _getGOLCell()));
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if (_startingSeed != null)
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if (_startingSeed != null)
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addPattern(
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addPattern(
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pattern: _pattern,
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pattern: _pattern,
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@ -57,8 +66,8 @@ class Simulation {
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_amount = amount ?? rng.nextInt(20);
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_amount = amount ?? rng.nextInt(20);
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_dispersal = dispersal ?? 10;
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_dispersal = dispersal ?? 10;
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_pattern = pattern;
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_pattern = pattern;
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int cx = x ?? rng.nextInt(w ~/ 3) + (w ~/ 3);
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int cx = x ?? rng.nextInt(map.width ~/ 3) + (map.width ~/ 3);
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int cy = y ?? rng.nextInt(h ~/ 3) + (h ~/ 3);
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int cy = y ?? rng.nextInt(map.height ~/ 3) + (map.height ~/ 3);
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switch (pattern) {
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switch (pattern) {
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// Two blocks, offset
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// Two blocks, offset
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// ##
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// ##
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@ -101,70 +110,26 @@ class Simulation {
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}
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}
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void setCellState(int x, int y, bool state) {
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void setCellState(int x, int y, bool state) {
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if (y < map.length && x < map[y].length) map[y][x].state = state;
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if (y < map.height && x < map.width) map.get(x, y).state = state;
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}
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}
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bool getCellState(int x, int y) {
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bool getCellState(int x, int y) {
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if (y < map.length && x < map[y].length) return map[y][x].state;
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if (y < map.height && x < map.width) return map.get(x, y).state;
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return null;
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return null;
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}
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}
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List<List<Cell>> _buildGrid(int w, int h) {
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print("grid being created");
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List<List<Cell>> grid = new List(h);
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// GENERAL RULE LAYOUT
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Rule threeTrue = new Rule((int n) {
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if (n == 3) return true;
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return false;
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});
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Rule twoTrue = new Rule((int n) {
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if (n == 2) return true;
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return false;
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});
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// DEBUG RULE TESTING FOR PATTERNS
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Rule coagSurvive = new Rule((int n) {
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if (n == 1) return true;
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return false;
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});
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Rule coagBirth = new Rule((int n) {
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if (n == 1) return true;
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return false;
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});
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for (int y = 0; y < h; y++) {
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grid[y] = new List(w);
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for (int x = 0; x < w; x++) {
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// GIVES RULES FOR CONWAY GAME OF LIFE BY DEFAULT S23/B3
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Cell cell = new Cell();
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// cell.surviveRules.add(twoTrue);
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cell.surviveRules.add(threeTrue);
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cell.surviveRules.add(twoTrue);
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cell.birthRules.add(threeTrue);
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grid[y][x] = cell;
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}
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}
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return grid;
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}
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bool update() {
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bool update() {
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bool stateChanges = false;
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bool stateChanges = false;
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for (int y = 0; y < h; y++) {
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for (int x = 0; x < w; x++) {
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// DEFAULTS TO CONWAY GAME OF LIFE RANGE OF ONE
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map[y][x].update(getSurroundingNeighbors(x, y, 1));
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}
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}
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for (int y = 0; y < h; y++) {
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for (int x = 0; x < w; x++) {
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Cell c = map[y][x];
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if (c.state != c.nextState) stateChanges = true;
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c.advanceState();
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if (!_dirty && map[y][x].dirty) _dirty = true;
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for (int i = 0; i < map.length; i++) {
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}
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math.Point p = map.toCoordinates(i);
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map[i].update(getSurroundingNeighbors(p.x, p.y, 1));
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}
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}
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// TODO when implementing changeSet we can remove this second loop and add to changeSet in the first
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map.forEach((Cell el) {
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if (el.state != el.nextState) stateChanges = true;
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el.advanceState();
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});
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return stateChanges;
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return stateChanges;
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}
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}
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@ -174,9 +139,9 @@ class Simulation {
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for (int ix = x - range; ix <= x + range; ix++) {
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for (int ix = x - range; ix <= x + range; ix++) {
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if (ix > 0 &&
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if (ix > 0 &&
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iy > 0 &&
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iy > 0 &&
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iy < map.length &&
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iy < map.height &&
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ix < map[iy].length &&
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ix < map.width &&
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map[iy][ix].state == true &&
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map.get(x, y).state == true &&
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!(x == ix && y == iy)) {
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!(x == ix && y == iy)) {
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count++;
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count++;
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}
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}
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@ -190,24 +155,22 @@ class Simulation {
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if (!_dirty) return;
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if (!_dirty) return;
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html.CanvasRenderingContext2D ctx = canvas.getContext('2d');
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html.CanvasRenderingContext2D ctx = canvas.getContext('2d');
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int brickW = (canvas.width ~/ map[0].length);
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int brickW = (canvas.width ~/ map.width);
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int brickH = (canvas.height ~/ map.length);
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int brickH = (canvas.height ~/ map.height);
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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for (int y = 0; y < map.length; y++) {
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for (int i; i < map.length; i++) {
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for (int x = 0; x < map[y].length; x++) {
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math.Point p = map.toCoordinates(i);
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if (_renderEdges) {
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if (_renderEdges) {
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ctx.setStrokeColorRgb(100, 100, 100);
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ctx.setStrokeColorRgb(100, 100, 100);
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ctx.strokeRect(x * brickW, y * brickH, brickW, brickH);
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ctx.strokeRect(p.x * brickW, p.y * brickH, brickW, brickH);
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}
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}
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Cell c = map[y][x];
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if (map[i].state == true)
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if (c.state == true)
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ctx.setFillColorRgb(155, 155, 255);
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ctx.setFillColorRgb(155, 155, 255);
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else
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else
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ctx.setFillColorRgb(0, 0, 0);
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ctx.setFillColorRgb(0, 0, 0);
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ctx.fillRect(x * brickW, y * brickH, brickW, brickH);
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ctx.fillRect(p.x * brickW, p.y * brickH, brickW, brickH);
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}
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}
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}
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_dirty = false;
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_dirty = false;
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