Begin Refactor StageXL into Engine
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9c37f87045
commit
6b0fae44b6
5 changed files with 185 additions and 23 deletions
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@ -1,6 +1,7 @@
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import 'dart:html' as html;
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import 'dart:math';
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import 'package:rules_of_living/src/Render.dart';
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import 'package:rules_of_living/src/Simulation.dart';
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class Engine {
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@ -29,33 +30,52 @@ class Engine {
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// ms stuck in updateloop after which game will declare itself unresponsive
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final int SAFETY_TIMEOUT = 2000;
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bool running = false;
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Render _render;
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/// Grid Size
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///
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/// Number of cells on x coordinate and y coordinate. Can be set individually.
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Point get gridSize => Point<int>(_grid.w, _grid.h);
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Point get gridSize => Point<int>(_simulation.w, _simulation.h);
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void set gridSize(Point<int> value) {
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if (value.x <= 0 || value.y <= 0)
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throw ArgumentError("grid size must not be smaller than 1");
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_grid = Simulation(value.x, value.y);
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_simulation = Simulation(value.x, value.y);
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}
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num _updateLag = 0.0;
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num _drawLag = 0.0;
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Simulation __simulation;
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Simulation get _simulation => __simulation;
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void set _simulation(Simulation value) {
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__simulation = value;
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_resetRenderer();
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}
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/// The Canvas to Paint on
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///
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/// Manually define or change the canvas the engine should render to. Should
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/// be used if no canvas was defined at engine creation and it should be
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/// rendered later.
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html.CanvasElement canvas;
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Simulation _grid;
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bool running = false;
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html.CanvasElement _canvas;
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html.CanvasElement get canvas => _canvas;
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void set canvas(html.CanvasElement canvas) {
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_canvas = canvas;
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_resetRenderer();
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}
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Engine([x = 100, y = 100, this.canvas]) {
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_grid = Simulation(x, y);
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void _resetRenderer() {
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if (this.canvas == null || _simulation == null) return;
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_render = Render(canvas, gridSize);
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}
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Engine([x = 100, y = 100, canvas]) {
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this.canvas = canvas;
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_simulation = Simulation(x, y);
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_elapsed.start();
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_grid.addPattern(amount: 15, dispersal: 5);
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_simulation.addPattern(amount: 15, dispersal: 5);
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html.window.animationFrame.then(animFrame);
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}
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@ -65,12 +85,12 @@ class Engine {
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}
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void reset() {
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_grid.reset();
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_simulation.reset();
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running = false;
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}
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void clear() {
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_grid = new Simulation(gridSize.x, gridSize.y);
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_simulation = new Simulation(gridSize.x, gridSize.y);
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running = false;
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}
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@ -101,7 +121,13 @@ class Engine {
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/// directly, since it is automatically taken care of by the processing function.
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/// If simulation should be advanced manually one time, prefer using step().
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void update() {
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if (!_grid.update()) running = false;
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Map<int, bool> stateChanges = _simulation.update();
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if (stateChanges.length == 0) {
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running = false;
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return;
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} else {
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_render.mergeChanges(stateChanges);
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}
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}
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/// Advances Logic One Update
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@ -111,7 +137,7 @@ class Engine {
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/// (though this should usually not pose a problem).
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void step() {
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running = false;
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_grid.update();
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_simulation.update();
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}
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/// Renders the Current Simulation State
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@ -119,9 +145,7 @@ class Engine {
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/// Renders the simulation once. Will usually automatically be called by
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/// the internal engine processing. Does not do anything if no canvas is
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/// defined.
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void render([num interp]) {
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if (canvas != null) _grid.render(canvas, interp);
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}
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void render([num interp]) {}
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void addPattern(
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{CellPattern pattern,
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@ -130,7 +154,7 @@ class Engine {
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int amount,
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int dispersal,
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int seed}) {
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_grid.addPattern(
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_simulation.addPattern(
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pattern: pattern,
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x: x,
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y: y,
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@ -140,6 +164,6 @@ class Engine {
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}
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void toggleEdgeRendering() {
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_grid.renderEdges = !_grid.renderEdges;
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// _grid.renderEdges = !_grid.renderEdges;
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}
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}
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121
lib/src/Render.dart
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121
lib/src/Render.dart
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import 'dart:html' as html;
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import 'dart:math';
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import 'package:stagexl/stagexl.dart' as sxl;
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class ColorScheme {
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//TODO make iterable (perhaps through backing list which gets accesses by the variables)
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final int ON;
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final int EXPANSION;
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final int CORE;
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final int OFF;
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const ColorScheme(this.ON, this.EXPANSION, this.CORE,
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[this.OFF = sxl.Color.Transparent]);
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}
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class Render {
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final sxl.Stage _stage;
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final sxl.RenderLoop _renderLoop = sxl.RenderLoop();
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Map<int, sxl.BitmapData> _colorMap;
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final sxl.BitmapContainer _renderContainer = sxl.BitmapContainer();
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bool transparentBG = false;
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bool _renderEdges = false;
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bool get renderEdges => _renderEdges;
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void set renderEdges(bool value) {
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_renderEdges = value;
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_colorMap = _getColorMap(_cellSize, _colorScheme);
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}
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Point<int> _gridSize;
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Point<int> get _cellSize => Point(
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_stage.stageWidth ~/ _gridSize.x, _stage.stageHeight ~/ _gridSize.y);
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final ColorScheme _colorScheme;
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//TODO replace with scheme data structure to enable different color scheme injection
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static const defaultScheme =
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ColorScheme(sxl.Color.Blue, 1, 1, sxl.Color.Black);
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// TODO gridSize rendering can only be scaled uniformly currently - switch to Point(w,h)?
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Render(html.CanvasElement canvas, Point<int> gridSize,
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[ColorScheme colorScheme = defaultScheme])
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: _stage = _createStage(canvas),
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_colorScheme = colorScheme,
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_gridSize = gridSize {
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_colorMap = _getColorMap(_cellSize, colorScheme);
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_initRenderGrid(_cellSize, gridSize).forEach((sxl.Bitmap bm) {
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_renderContainer.addChild(bm);
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});
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_renderLoop.addStage(_stage);
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_stage.addChild(_renderContainer);
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setDirty();
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}
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static sxl.Stage _createStage(html.CanvasElement canvas) {
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sxl.StageXL.stageOptions.renderEngine = sxl.RenderEngine.WebGL;
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sxl.StageXL.stageOptions.stageRenderMode = sxl.StageRenderMode.AUTO_INVALID;
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// sxl.StageXL.stageOptions.backgroundColor = sxl.Color.Yellow;
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return sxl.Stage(canvas);
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}
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Map<int, sxl.BitmapData> _getColorMap(Point<int> size, ColorScheme scheme) {
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print("${size.toString()}, ${scheme.toString()}");
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// Creates a shape with color of each quad in scheme
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sxl.Shape shape = sxl.Shape();
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// ON
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shape.graphics.beginPath();
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shape.graphics.rect(0 * size.x, 0, size.x, size.y);
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shape.graphics.fillColor(scheme.ON ?? sxl.Color.Transparent);
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shape.graphics
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.strokeColor(renderEdges ? sxl.Color.DarkGray : sxl.Color.Transparent);
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shape.graphics.closePath();
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// OFF
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shape.graphics.beginPath();
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shape.graphics.rect(1 * size.x, 0, size.x, size.y);
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shape.graphics.fillColor(scheme.OFF ?? sxl.Color.Transparent);
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shape.graphics
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.strokeColor(renderEdges ? sxl.Color.DarkGray : sxl.Color.Transparent);
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shape.graphics.closePath();
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// creates one texture out of shape
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sxl.BitmapData texture = sxl.BitmapData(2 * size.x, size.y);
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texture.draw(shape);
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// re-slice texture into individual BitmapDatas
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Map<int, sxl.BitmapData> colorMap = Map();
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List<sxl.BitmapData> colorBitmaps = texture.sliceIntoFrames(size.x, size.y);
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print("Found ${colorBitmaps.length} colors.");
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// TODO more elegant way through iterables etc; also include EXPANSION, CORE functionality
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colorMap[scheme.ON] = colorBitmaps[0];
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colorMap[scheme.OFF] = colorBitmaps[1];
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return colorMap;
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}
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List<sxl.Bitmap> _initRenderGrid(Point<int> cellSize, Point<int> gridSize) {
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List<sxl.Bitmap> grid = List();
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for (int y = 0; y < gridSize.y; y++) {
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for (int x = 0; x < gridSize.x; x++) {
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sxl.Bitmap bm = sxl.Bitmap();
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bm.bitmapData = _colorMap[_colorScheme.OFF];
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bm.x = x * cellSize.x;
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bm.y = y * cellSize.y;
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grid.add(bm);
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}
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}
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return grid;
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}
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void setDirty() => _stage.invalidate();
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void mergeChanges(Map<int, bool> stateChanges) {
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if (stateChanges.length == 0) return;
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stateChanges.forEach((int i, bool state) {
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_renderContainer.getChildAt(i).bitmapData =
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(state ? _colorMap[_colorScheme.ON] : _colorMap[_colorScheme.OFF]);
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});
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setDirty();
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}
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}
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@ -125,19 +125,20 @@ class Simulation {
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return null;
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}
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bool update() {
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bool stateChanges = false;
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Map<int, bool> update() {
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Map<int, bool> stateChanges = Map();
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for (int i = 0; i < map.length; i++) {
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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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// 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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for (int i = 0; i < map.length; i++) {
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Cell el = map[i];
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if (el.state != el.nextState) stateChanges[i] = el.nextState;
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el.advanceState();
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});
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stateChanges ? _dirty = true : false;
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}
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(stateChanges.length > 0) ? _dirty = true : false;
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return stateChanges;
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}
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@ -10,6 +10,7 @@ environment:
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dependencies:
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angular: ^5.0.0-beta
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angular_components: ^0.9.0-beta
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stagexl: ^1.4.0+1
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dev_dependencies:
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angular_test: ^2.0.0-beta
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15
test/src/render_test.dart
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15
test/src/render_test.dart
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import 'dart:html' as html;
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import 'dart:math';
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@TestOn('browser')
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import 'package:rules_of_living/src/Render.dart';
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import 'package:test/test.dart';
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void main() {
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Render sut;
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setUp(() {
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html.CanvasElement canvas = html.CanvasElement();
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sut = Render(canvas, 8);
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});
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group("colorMap", () {});
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}
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