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(); // 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; App(this.canvas) { _elapsed.start(); var runBtn = html.querySelector("#run"); runBtn.onClick.forEach((html.MouseEvent mouse) { running = !running; if(running) runBtn.innerHtml = "Stop"; if(!running) runBtn.innerHtml = "Start"; }); } 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; } update(); _updateLag -= _MS_PER_STEP; } if (_drawLag >= _MS_PER_FRAME) { render(_updateLag / _MS_PER_STEP); _drawLag = 0; } } void update() { // print("updating"); if (running) grid.update(); } void render([num interp]) { // print("rendering"); grid.render(canvas, interp); } }