Refactor Rendering into Grid Class
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6b7e8edb28
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2 changed files with 86 additions and 34 deletions
36
lib/App.dart
36
lib/App.dart
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@ -8,10 +8,10 @@ class App {
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Stopwatch _elapsed = new Stopwatch();
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// Game Tick Rate - *does* impact game speed
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final int _MS_PER_STEP = 1000;
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int _MS_PER_STEP = 1000 ~/ 3;
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// Max Frame (i.e. Rendering) rate - does *not* impact game speed
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final int _MS_PER_FRAME = 1000 ~/ 2;
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final int _MS_PER_FRAME = 1000 ~/ 30;
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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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@ -21,12 +21,17 @@ class App {
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final html.CanvasElement canvas;
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final Grid grid = new Grid(20,20);
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List<List<Cell>> map;
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Grid grid = new Grid(100,100);
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bool running = false;
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App(this.canvas) {
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this.map = this.grid.map;
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_elapsed.start();
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var runBtn = html.querySelector("#run");
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runBtn.onClick.forEach((html.MouseEvent mouse) {
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running = !running;
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if(running) runBtn.innerHtml = "Stop";
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if(!running) runBtn.innerHtml = "Start";
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});
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}
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void process(num now) {
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@ -51,26 +56,13 @@ class App {
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}
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void update() {
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print("updating");
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grid.update();
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// print("updating");
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if (running) grid.update();
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}
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void render([num interp]) {
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print("rendering");
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html.CanvasRenderingContext2D ctx = canvas.getContext('2d');
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int brickW = (canvas.width ~/ map[0].length);
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int brickH = (canvas.height ~/ map.length);
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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for (int y = 0; y < map.length; y++) {
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for (int x = 0; x < map[y].length; x++) {
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Cell c = map[y][x];
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if (c.state == true)
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ctx.setFillColorRgb(155, 155, 255);
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else
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ctx.setFillColorRgb(0, 0, 0);
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ctx.fillRect(x * brickW, y * brickH, brickW, brickH);
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}
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}
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// print("rendering");
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grid.render(canvas, interp);
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}
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}
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@ -1,3 +1,5 @@
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import 'dart:html' as html;
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import 'Cell.dart';
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import 'Rule.dart';
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@ -12,15 +14,35 @@ class Grid {
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this.map = new List() {
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map.addAll(_buildGrid(w, h));
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map[5][5].state = true;
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map[5][6].state = true;
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map[5][7].state = true;
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// BLINKER
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// map[5][5].state = true;
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// map[5][6].state = true;
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// map[6][5].state = true;
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// map[6][6].state = true;
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//
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// map[7][7].state = true;
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// map[7][8].state = true;
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// map[8][7].state = true;
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// map[8][8].state = true;
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// SPACESHIP
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setState(1 + 5, 0 + 5, true);
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setState(2 + 5, 1 + 5, true);
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setState(2 + 5, 2 + 5, true);
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setState(1 + 5, 2 + 5, true);
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setState(0 + 5, 2 + 5, true);
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print("Grid creation finished");
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}
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void setState(int x, int y, bool state) {
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if (y < map.length && x < map[y].length) map[y][x].state = state;
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}
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List<List<Cell>> _buildGrid(int w, int h) {
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print("grid being created");
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List<List<Cell>> grid = new List(h);
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// GENERAL RULE LAYOUT
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Rule threeTrue = new Rule((int n) {
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if (n == 3) return true;
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return false;
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@ -30,14 +52,24 @@ class Grid {
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return false;
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});
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// DEBUG RULE TESTING FOR PATTERNS
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Rule coagSurvive = new Rule((int n) {
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if (n==1) return true;
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return false;
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});
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Rule coagBirth = new Rule((int n) {
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if (n==1) return true;
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return false;
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});
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for (int y = 0; y < h; y++) {
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grid[y] = new List(w);
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for (int x = 0; x < w; x++) {
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// GIVES RULES FOR CONWAY GAME OF LIFE BY DEFAULT S23/B3
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Cell cell = new Cell();
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cell.surviveRules.add(twoTrue);
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cell.surviveRules.add(threeTrue);
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cell.birthRules.add(threeTrue);
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// cell.surviveRules.add(twoTrue);
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cell.surviveRules.add(coagSurvive);
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cell.birthRules.add(coagBirth);
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grid[y][x] = cell;
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}
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@ -52,17 +84,45 @@ class Grid {
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map[y][x].update(getSurroundingNeighbors(x, y, 1));
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}
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}
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for (int y = 0; y < h; y++) {
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for (int x = 0; x < w; x++) {
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// DEFAULTS TO CONWAY GAME OF LIFE RANGE OF ONE
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map[y][x].advanceState();
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}
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}
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}
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int getSurroundingNeighbors(int x, int y, int range) {
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int count = 0;
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for (int iy = y - range; iy <= y + range; iy++) {
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for (int ix = x - range; ix <= x + range; ix++) {
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if (ix > 0 && iy > 0 && iy < map.length && ix < map[iy].length && map[iy][ix].state == true && !(x == ix && y == iy)) {
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if (ix > 0 &&
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iy > 0 &&
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iy < map.length &&
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ix < map[iy].length &&
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map[iy][ix].state == true &&
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!(x == ix && y == iy)) {
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count++;
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}
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}
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}
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return count;
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}
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void render(html.CanvasElement canvas, [num interp]) {
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html.CanvasRenderingContext2D ctx = canvas.getContext('2d');
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int brickW = (canvas.width ~/ map[0].length);
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int brickH = (canvas.height ~/ map.length);
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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for (int y = 0; y < map.length; y++) {
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for (int x = 0; x < map[y].length; x++) {
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Cell c = map[y][x];
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if (c.state == true)
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ctx.setFillColorRgb(155, 155, 255);
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else
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ctx.setFillColorRgb(0, 0, 0);
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ctx.fillRect(x * brickW, y * brickH, brickW, brickH);
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}
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}
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}
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}
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