import 'dart:html' as html;
import 'package:rules_of_living/src/Grid.dart';
class Engine {
// Elapsed Time Counter - useful for Safety Timeout
Stopwatch _elapsed = new Stopwatch();
// Game Tick Rate - *does* impact game speed
int _MS_PER_STEP = 1000 ~/ 3;
// Max Frame (i.e. Rendering) rate - does *not* impact game speed
final int _MS_PER_FRAME = 1000 ~/ 30;
// ms stuck in updateloop after which game will declare itself unresponsive
final int SAFETY_TIMEOUT = 2000;
num _updateLag = 0.0;
num _drawLag = 0.0;
final html.CanvasElement canvas;
Grid _grid = new Grid(100, 100);
bool _running = false;
Engine(this.canvas) {
_elapsed.start();
_grid.addPattern(amount: 15, dispersal: 5);
}
void reset() {
_grid.reset();
running = false;
}
void clear() {
_grid = new Grid(100, 100);
running = false;
}
void process(num now) {
_drawLag += _elapsed.elapsedMilliseconds;
_updateLag += _elapsed.elapsedMilliseconds;
_elapsed.reset();
while (_updateLag >= _MS_PER_STEP) {
if (_elapsed.elapsedMilliseconds > SAFETY_TIMEOUT) {
// TODO stub - give warning etc when this occurs
print("ERROR STUCK IN UPDATE LOOP");
break;
}
if (running == true) update();
_updateLag -= _MS_PER_STEP;
}
if (_drawLag >= _MS_PER_FRAME) {
render(_updateLag / _MS_PER_STEP);
_drawLag = 0;
}
}
void update() {
// print("updating");
if (!_grid.update()) running = false;
}
void step() {
running = false;
_grid.update();
}
void render([num interp]) {
// print("rendering");
_grid.render(canvas, interp);
}
void addPattern(
{CellPattern pattern,
int x,
int y,
int amount,
int dispersal,
int seed}) {
_grid.addPattern(
pattern: pattern,
x: x,
y: y,
amount: amount,
dispersal: dispersal,
seed: seed);
}
void toggleEdgeRendering() {
_grid.renderEdges = !_grid.renderEdges;
}
void set running(bool on) => _running = on;
bool get running => _running;
}