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