Rename Simulation in Engine Object
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bac65ef116
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e16085153a
1 changed files with 14 additions and 12 deletions
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@ -32,11 +32,11 @@ class Engine {
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/// Grid Size
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/// Grid Size
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///
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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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/// 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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void set gridSize(Point<int> value) {
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if (value.x <= 0 || value.y <= 0)
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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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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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}
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num _updateLag = 0.0;
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num _updateLag = 0.0;
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@ -48,14 +48,14 @@ class Engine {
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/// be used if no canvas was defined at engine creation and it should be
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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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/// rendered later.
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html.CanvasElement canvas;
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html.CanvasElement canvas;
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Simulation _grid;
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Simulation _simulation;
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bool running = false;
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bool running = false;
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Engine([x = 100, y = 100, this.canvas]) {
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Engine([x = 100, y = 100, this.canvas]) {
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_grid = Simulation(x, y);
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_simulation = Simulation(x, y);
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_elapsed.start();
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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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html.window.animationFrame.then(animFrame);
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}
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}
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@ -65,12 +65,12 @@ class Engine {
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}
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}
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void reset() {
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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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running = false;
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}
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}
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void clear() {
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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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running = false;
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}
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}
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@ -102,7 +102,7 @@ class Engine {
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/// If simulation should be advanced manually one time, prefer using step().
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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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void update() {
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// TODO: create hasUpdated/hasAdvanced method in simulation to abstract actual updating away
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// TODO: create hasUpdated/hasAdvanced method in simulation to abstract actual updating away
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if (_grid.update().length == 0) running = false;
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if (_simulation.update().length == 0) running = false;
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}
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}
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/// Advances Logic One Update
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/// Advances Logic One Update
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@ -112,7 +112,7 @@ class Engine {
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/// (though this should usually not pose a problem).
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/// (though this should usually not pose a problem).
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void step() {
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void step() {
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running = false;
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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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}
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/// Renders the Current Simulation State
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/// Renders the Current Simulation State
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@ -121,14 +121,16 @@ class Engine {
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/// the internal engine processing. Does not do anything if no canvas is
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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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/// defined.
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void render([num interp]) {
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void render([num interp]) {
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if (canvas != null) _grid.render(canvas, interp);
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if (canvas == null) return;
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_simulation.render(canvas, interp);
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}
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}
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void addPattern({int amount, int dispersal}) {
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void addPattern({int amount, int dispersal}) {
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_grid.addPattern(amount: amount, dispersal: dispersal);
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_simulation.addPattern(amount: amount, dispersal: dispersal);
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}
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}
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void toggleEdgeRendering() {
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void toggleEdgeRendering() {
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_grid.renderEdges = !_grid.renderEdges;
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_simulation.renderEdges = !_simulation.renderEdges;
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}
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}
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}
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}
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