Apply dartfmt

This commit is contained in:
Marty Oehme 2018-07-07 20:49:02 +02:00
parent 2f96712b60
commit 34bdd1ae81
5 changed files with 27 additions and 31 deletions

View file

@ -6,8 +6,7 @@ import 'package:rules_of_living/src/App.dart';
@Component( @Component(
selector: 'my-app', selector: 'my-app',
templateUrl: "app_component.html", templateUrl: "app_component.html",
directives: [coreDirectives] directives: [coreDirectives])
)
class AppComponent implements OnInit { class AppComponent implements OnInit {
var name = "World"; var name = "World";

View file

@ -18,9 +18,8 @@ class App {
num _updateLag = 0.0; num _updateLag = 0.0;
num _drawLag = 0.0; num _drawLag = 0.0;
final html.CanvasElement canvas; final html.CanvasElement canvas;
Grid grid = new Grid(100,100); Grid grid = new Grid(100, 100);
bool running = false; bool running = false;
App(this.canvas) { App(this.canvas) {
@ -28,13 +27,13 @@ class App {
grid.startingPattern(); grid.startingPattern();
} }
void reset () { void reset() {
grid = new Grid(100, 100); grid = new Grid(100, 100);
running = false; running = false;
} }
void process(num now) { void process(num now) {
_drawLag+= _elapsed.elapsedMilliseconds; _drawLag += _elapsed.elapsedMilliseconds;
_updateLag += _elapsed.elapsedMilliseconds; _updateLag += _elapsed.elapsedMilliseconds;
_elapsed.reset(); _elapsed.reset();
@ -59,7 +58,6 @@ class App {
grid.update(); grid.update();
} }
void render([num interp]) { void render([num interp]) {
// print("rendering"); // print("rendering");
grid.render(canvas, interp); grid.render(canvas, interp);

View file

@ -20,8 +20,8 @@ class Cell {
void update(int neighbors) { void update(int neighbors) {
if (state == true) { if (state == true) {
surviveRules.forEach( (Rule rule) { surviveRules.forEach((Rule rule) {
if(rule.evaluate(neighbors) == true) this.nextState = true; if (rule.evaluate(neighbors) == true) this.nextState = true;
}); });
} else { } else {
birthRules.forEach((Rule rule) { birthRules.forEach((Rule rule) {

View file

@ -4,10 +4,7 @@ import 'dart:math' as math;
import 'package:rules_of_living/src/Cell.dart'; import 'package:rules_of_living/src/Cell.dart';
import 'package:rules_of_living/src/Rule.dart'; import 'package:rules_of_living/src/Rule.dart';
enum Pattern { enum Pattern { SpaceShip, Blinker }
SpaceShip,
Blinker
}
class Grid { class Grid {
final int w; final int w;
@ -25,24 +22,25 @@ class Grid {
print("Grid creation finished"); print("Grid creation finished");
} }
void startingPattern({Pattern pattern, int x, int y, int amount, int dispersal}) { void startingPattern(
{Pattern pattern, int x, int y, int amount, int dispersal}) {
math.Random rng = new math.Random(); math.Random rng = new math.Random();
int cx = x ?? rng.nextInt(w~/3) + (w~/3); int cx = x ?? rng.nextInt(w ~/ 3) + (w ~/ 3);
int cy = y ?? rng.nextInt(h~/3) + (h~/3); int cy = y ?? rng.nextInt(h ~/ 3) + (h ~/ 3);
switch (pattern) { switch (pattern) {
// Two blocks, offset // Two blocks, offset
// ## // ##
// ## // ##
case Pattern.Blinker: case Pattern.Blinker:
setCellState(cx, cy, true); setCellState(cx, cy, true);
setCellState(cx+1, cy, true); setCellState(cx + 1, cy, true);
setCellState(cx, cy+1, true); setCellState(cx, cy + 1, true);
setCellState(cx+1, cy+1, true); setCellState(cx + 1, cy + 1, true);
setCellState(cx+2, cy+2, true); setCellState(cx + 2, cy + 2, true);
setCellState(cx+3, cy+2, true); setCellState(cx + 3, cy + 2, true);
setCellState(cx+2, cy+3, true); setCellState(cx + 2, cy + 3, true);
setCellState(cx+3, cy+3, true); setCellState(cx + 3, cy + 3, true);
break; break;
// A 'gliding' Spaceship // A 'gliding' Spaceship
// # // #
@ -57,7 +55,8 @@ class Grid {
break; break;
default: default:
for (var i = 0; i < amount ?? rng.nextInt(20); i++) { for (var i = 0; i < amount ?? rng.nextInt(20); i++) {
setCellState(cx + dispersal ?? rng.nextInt(10), cy + dispersal ?? rng.nextInt(10), true); setCellState(cx + dispersal ?? rng.nextInt(10),
cy + dispersal ?? rng.nextInt(10), true);
} }
break; break;
} }
@ -82,11 +81,11 @@ class Grid {
// DEBUG RULE TESTING FOR PATTERNS // DEBUG RULE TESTING FOR PATTERNS
Rule coagSurvive = new Rule((int n) { Rule coagSurvive = new Rule((int n) {
if (n==1) return true; if (n == 1) return true;
return false; return false;
}); });
Rule coagBirth = new Rule((int n) { Rule coagBirth = new Rule((int n) {
if (n==1) return true; if (n == 1) return true;
return false; return false;
}); });