Apply dartfmt
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2f96712b60
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5 changed files with 27 additions and 31 deletions
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@ -6,8 +6,7 @@ import 'package:rules_of_living/src/App.dart';
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@Component(
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selector: 'my-app',
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templateUrl: "app_component.html",
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directives: [coreDirectives]
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)
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directives: [coreDirectives])
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class AppComponent implements OnInit {
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var name = "World";
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@ -18,9 +18,8 @@ class App {
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num _updateLag = 0.0;
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num _drawLag = 0.0;
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final html.CanvasElement canvas;
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Grid grid = new Grid(100,100);
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Grid grid = new Grid(100, 100);
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bool running = false;
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App(this.canvas) {
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@ -28,13 +27,13 @@ class App {
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grid.startingPattern();
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}
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void reset () {
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void reset() {
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grid = new Grid(100, 100);
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running = false;
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}
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void process(num now) {
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_drawLag+= _elapsed.elapsedMilliseconds;
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_drawLag += _elapsed.elapsedMilliseconds;
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_updateLag += _elapsed.elapsedMilliseconds;
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_elapsed.reset();
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@ -59,7 +58,6 @@ class App {
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grid.update();
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}
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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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@ -20,8 +20,8 @@ class Cell {
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void update(int neighbors) {
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if (state == true) {
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surviveRules.forEach( (Rule rule) {
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if(rule.evaluate(neighbors) == true) this.nextState = true;
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surviveRules.forEach((Rule rule) {
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if (rule.evaluate(neighbors) == true) this.nextState = true;
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});
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} else {
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birthRules.forEach((Rule rule) {
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@ -4,10 +4,7 @@ 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/Rule.dart';
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enum Pattern {
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SpaceShip,
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Blinker
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}
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enum Pattern { SpaceShip, Blinker }
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class Grid {
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final int w;
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@ -25,24 +22,25 @@ class Grid {
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print("Grid creation finished");
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}
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void startingPattern({Pattern pattern, int x, int y, int amount, int dispersal}) {
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void startingPattern(
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{Pattern pattern, int x, int y, int amount, int dispersal}) {
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math.Random rng = new math.Random();
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int cx = x ?? rng.nextInt(w~/3) + (w~/3);
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int cy = y ?? rng.nextInt(h~/3) + (h~/3);
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int cx = x ?? rng.nextInt(w ~/ 3) + (w ~/ 3);
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int cy = y ?? rng.nextInt(h ~/ 3) + (h ~/ 3);
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switch (pattern) {
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// Two blocks, offset
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// ##
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// ##
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case Pattern.Blinker:
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setCellState(cx, cy, true);
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setCellState(cx+1, cy, true);
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setCellState(cx, cy+1, true);
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setCellState(cx+1, cy+1, true);
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setCellState(cx + 1, cy, true);
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setCellState(cx, cy + 1, true);
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setCellState(cx + 1, cy + 1, true);
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setCellState(cx+2, cy+2, true);
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setCellState(cx+3, cy+2, true);
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setCellState(cx+2, cy+3, true);
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setCellState(cx+3, cy+3, true);
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setCellState(cx + 2, cy + 2, true);
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setCellState(cx + 3, cy + 2, true);
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setCellState(cx + 2, cy + 3, true);
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setCellState(cx + 3, cy + 3, true);
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break;
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// A 'gliding' Spaceship
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// #
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@ -57,7 +55,8 @@ class Grid {
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break;
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default:
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for (var i = 0; i < amount ?? rng.nextInt(20); i++) {
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setCellState(cx + dispersal ?? rng.nextInt(10), cy + dispersal ?? rng.nextInt(10), true);
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setCellState(cx + dispersal ?? rng.nextInt(10),
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cy + dispersal ?? rng.nextInt(10), true);
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}
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break;
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}
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@ -82,11 +81,11 @@ class Grid {
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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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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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if (n == 1) return true;
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return false;
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});
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