Merge branch '35-wire-up-speed-slider' into 'master'

Resolve "Wire up Speed Slider"

Closes #35

See merge request marty.oehme/cellular-automata!9
This commit is contained in:
Marty 2018-08-25 14:45:22 +00:00
commit 8a6538aa5e
5 changed files with 60 additions and 4 deletions

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@ -4,7 +4,19 @@ class ConfigurationService {
final EngineService engineService; final EngineService engineService;
bool showGrid; bool showGrid;
int simSpeed;
int _simSpeed;
/// Simulation Speed
///
/// Sets the number of updates the simulation takes per second. Can range from
/// 1 to arbitrarily high numbers (though setting it too high can potentially
/// make the app brittle).
int get simSpeed => _simSpeed;
void set simSpeed(int val) {
_simSpeed = val;
engineService.engine.stepsPerSecond = simSpeed;
}
ConfigurationService(this.engineService) { ConfigurationService(this.engineService) {
showGrid = false; showGrid = false;

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@ -6,9 +6,22 @@ class Engine {
// Elapsed Time Counter - useful for Safety Timeout // Elapsed Time Counter - useful for Safety Timeout
Stopwatch _elapsed = new Stopwatch(); Stopwatch _elapsed = new Stopwatch();
// Game Tick Rate - *does* impact game speed TODO add configurable option /// Game Tick Rate
///
/// *does* impact game speed; dictates how long each logic step takes. Only
/// interesting for engine internal calculations, to set simulation speed
/// from the outside use stepsPerSecond instead.
int _MS_PER_STEP = 1000 ~/ 3; int _MS_PER_STEP = 1000 ~/ 3;
/// Set Logic Updates per Second
///
/// Dictates simulation speed. Sets the amount of (logic) updates per second.
/// Translations between number of updates and their timings is not exact so
/// comparing this variable to fixed ints might not yield the expected results.
/// Does not affect render frequency, which is handled by framesPerSecond.
int get stepsPerSecond => 1000 ~/ _MS_PER_STEP;
set stepsPerSecond(int val) => _MS_PER_STEP = 1000 ~/ val;
// Max Frame (i.e. Rendering) rate - does *not* impact game speed // Max Frame (i.e. Rendering) rate - does *not* impact game speed
final int _MS_PER_FRAME = 1000 ~/ 30; final int _MS_PER_FRAME = 1000 ~/ 30;

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@ -17,3 +17,4 @@ dev_dependencies:
build_test: ^0.10.3+1 build_test: ^0.10.3+1
build_web_compilers: ^0.4.0 build_web_compilers: ^0.4.0
test: ^1.3.0 test: ^1.3.0
mockito: ^3.0.0

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@ -0,0 +1,30 @@
import 'package:rules_of_living/src/Engine.dart';
@TestOn('browser')
import 'package:test/test.dart';
import 'package:rules_of_living/service/configuration_service.dart';
import 'package:rules_of_living/service/engine_service.dart';
import 'package:mockito/mockito.dart';
class MockEngine extends Mock implements Engine {}
class MockEngineService extends Mock implements EngineService {
MockEngine _engine = MockEngine();
@override
Engine get engine => _engine;
}
void main() {
group("simulation speed", () {
ConfigurationService sut;
MockEngineService mes;
setUp(() {
mes = MockEngineService();
sut = ConfigurationService(mes);
});
test("speed changes propagate to engine", () {
sut.simSpeed = 312;
verify(mes.engine.stepsPerSecond=312);
});
});
}

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@ -17,12 +17,12 @@ void main() {
test("Engine does not throw errors when calling render directly", () { test("Engine does not throw errors when calling render directly", () {
// anonymous function necessary since throws can not use functions with args // anonymous function necessary since throws can not use functions with args
expect(() => sut.render(), isNot(throwsNoSuchMethodError)); expect(() => sut.render, isNot(throwsNoSuchMethodError));
}); });
test("Engine does not throw errors when processing without attached canvas", () { test("Engine does not throw errors when processing without attached canvas", () {
// anonymous function necessary since throws can not use functions with args // anonymous function necessary since throws can not use functions with args
expect(() => sut.process(1000), isNot(throwsNoSuchMethodError)); expect(() => sut.process, isNot(throwsNoSuchMethodError));
}); });
test("setCanvas allows setting a canvas for an engine at any point", () { test("setCanvas allows setting a canvas for an engine at any point", () {