import 'dart:html' as html;
import 'dart:math';
import 'package:rules_of_living/src/Simulation.dart';
class Engine {
// Elapsed Time Counter - useful for Safety Timeout
Stopwatch _elapsed = new Stopwatch();
/// Game Tick Rate
///
/// *does* impact game speed; dictates how long each logic step takes. Only
/// interesting for engine internal calculations, to set simulation speed
/// from the outside use stepsPerSecond instead.
int _MS_PER_STEP = 1000 ~/ 3;
/// Set Logic Updates per Second
///
/// Dictates simulation speed. Sets the amount of (logic) updates per second.
/// Translations between number of updates and their timings is not exact so
/// comparing this variable to fixed ints might not yield the expected results.
/// Does not affect render frequency, which is handled by framesPerSecond.
int get stepsPerSecond => 1000 ~/ _MS_PER_STEP;
set stepsPerSecond(int val) => _MS_PER_STEP = 1000 ~/ val;
// 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;
/// Grid Size
///
/// Number of cells on x coordinate and y coordinate. Can be set individually.
Point get gridSize => Point(_simulation.w, _simulation.h);
void set gridSize(Point value) {
if (value.x <= 0 || value.y <= 0)
throw ArgumentError("grid size must not be smaller than 1");
_simulation = Simulation(value.x, value.y);
}
num _updateLag = 0.0;
num _drawLag = 0.0;
/// The Canvas to Paint on
///
/// Manually define or change the canvas the engine should render to. Should
/// be used if no canvas was defined at engine creation and it should be
/// rendered later.
html.CanvasElement canvas;
Simulation _simulation;
bool running = false;
Engine([x = 100, y = 100, this.canvas]) {
_simulation = Simulation(x, y);
_elapsed.start();
_simulation.addRandomPattern(amount: 15, dispersal: 5);
html.window.animationFrame.then(animFrame);
}
void animFrame(num now) {
process(now);
html.window.animationFrame.then(animFrame);
}
void reset() {
_simulation.reset();
running = false;
}
void clear() {
_simulation = new Simulation(gridSize.x, gridSize.y);
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;
}
}
/// Update Engine Logic
///
/// Updates the logic of the engine by one tick. Should usually not be called
/// directly, since it is automatically taken care of by the processing function.
/// If simulation should be advanced manually one time, prefer using step().
void update() {
Map simulationUpdate = _simulation.update();
_simulation.mergeStateChanges(simulationUpdate);
if (simulationUpdate.length == 0) running = false;
}
/// Advances Logic One Update
///
/// Moves logic of the engine one step forward and pauses the
/// simulation. Does not automatically re-render the new state
/// (though this should usually not pose a problem).
void step() {
update();
running = false;
}
/// Renders the Current Simulation State
///
/// Renders the simulation once. Will usually automatically be called by
/// the internal engine processing. Does not do anything if no canvas is
/// defined.
void render([num interp]) {
if (canvas == null) return;
_simulation.render(canvas, interp);
}
void addPattern({int amount, int dispersal}) {
_simulation.addRandomPattern(amount: amount, dispersal: dispersal);
}
void toggleEdgeRendering() {
_simulation.renderEdges = !_simulation.renderEdges;
}
}