Move Simulation Accesses to Simulation Class

Everything has been refactored away from engine, which now only controls updating & rendering within a specific timestep. (As well as stepping forward by calling a single update)

Everything regarding grids, patterns and cells has been moved into the simulation and the Services have been updated to reflect that.
This commit is contained in:
Unknown 2018-10-18 15:21:50 +02:00
parent 32a3676d95
commit 8db9cd6ff1
5 changed files with 33 additions and 63 deletions

View file

@ -2,35 +2,42 @@ import 'dart:html' as html;
import 'dart:math';
import 'package:rules_of_living/service/engine_service.dart';
import 'package:rules_of_living/src/Simulation.dart';
class SimulationService {
final EngineService _engine;
// DEFAULT VALUES
static final int DEFAULT_GRID_SIZE = 50;
SimulationService(this._engine);
final EngineService _engine;
final Simulation _sim = Simulation(DEFAULT_GRID_SIZE, DEFAULT_GRID_SIZE);
SimulationService(this._engine) {
_engine.simulation = _sim;
_sim.addRandomPattern(amount: 15, dispersal: 5);
}
void reset() {
_engine.reset();
_sim.reset();
}
void addRandomPattern() {
_engine.addRandomPattern();
_sim.addRandomPattern();
}
void clear() {
_engine.clear();
_sim.reset();
}
Point<int> get gridSize => _sim.gridSize;
void set gridSize(Point<int> size) {
_engine.engine.gridSize = size;
_sim.gridSize = size;
}
Point<int> get gridSize => _engine.engine.gridSize;
//TODO split into RenderService when rendering is decoupled from engine.
html.CanvasElement get canvas => _engine.engine.canvas;
void set canvas(html.CanvasElement canvas) => _engine.engine.canvas = canvas;
void toggleGrid() {
_engine.engine.toggleEdgeRendering();
_sim.renderEdges = !_sim.renderEdges;
}
}