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.
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5 changed files with 33 additions and 63 deletions
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@ -29,16 +29,6 @@ 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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/// 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>(_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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_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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@ -51,11 +41,8 @@ class Engine {
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Simulation _simulation;
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bool running = false;
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Engine([x = 100, y = 100, this.canvas]) {
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_simulation = Simulation(x, y);
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Engine() {
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_elapsed.start();
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_simulation.addRandomPattern(amount: 15, dispersal: 5);
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html.window.animationFrame.then(animFrame);
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}
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@ -64,16 +51,6 @@ class Engine {
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html.window.animationFrame.then(animFrame);
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}
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void 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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_simulation = new Simulation(gridSize.x, gridSize.y);
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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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_updateLag += _elapsed.elapsedMilliseconds;
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@ -101,6 +78,8 @@ 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 (_simulation == null) return;
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Map<int, bool> simulationUpdate = _simulation.update();
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_simulation.mergeStateChanges(simulationUpdate);
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@ -123,16 +102,10 @@ class Engine {
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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) return;
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if (canvas == null || _simulation == null) return;
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_simulation.render(canvas, interp);
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}
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void addPattern({int amount, int dispersal}) {
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_simulation.addRandomPattern(amount: amount, dispersal: dispersal);
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}
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void toggleEdgeRendering() {
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_simulation.renderEdges = !_simulation.renderEdges;
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}
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void set simulation(Simulation value) => _simulation = value;
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}
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