import 'dart:html' as html; import 'package:rules_of_living/Cell.dart'; import 'package:rules_of_living/Grid.dart'; class App { // Elapsed Time Counter - useful for Safety Timeout Stopwatch _elapsed = new Stopwatch(); num lastNow = 0; // Game Tick Rate - *does* impact game speed final int _MS_PER_STEP = 1000; // Max Frame (i.e. Rendering) rate - does *not* impact game speed final int _MS_PER_FRAME = 1000; // 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; final Grid grid = new Grid(20,20); List> map; App(this.canvas) { this.map = this.grid.map; } void process(num now) { _drawLag = now - lastNow; print(_drawLag); lastNow = now; _updateLag += _drawLag; _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; } update(); _updateLag -= _MS_PER_STEP; } if (_drawLag >= _MS_PER_FRAME) { render(_updateLag / _MS_PER_STEP); _drawLag = 0; } } void update() { print("updating"); grid.update(); } void render([num interp]) { html.CanvasRenderingContext2D ctx = canvas.getContext('2d'); int brickW = (canvas.width ~/ map[0].length); int brickH = (canvas.height ~/ map.length); ctx.clearRect(0, 0, canvas.width, canvas.height); for (int y = 0; y < map.length; y++) { for (int x = 0; x < map[y].length; x++) { Cell c = map[y][x]; if (c.state == true) ctx.setFillColorRgb(155, 155, 255); else ctx.setFillColorRgb(0, 0, 0); ctx.fillRect(x * brickW, y * brickH, brickW, brickH); } } } }