cellular-automata/lib/src/Engine.dart

117 lines
3.6 KiB
Dart

import 'dart:html' as html;
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;
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() {
_elapsed.start();
html.window.animationFrame.then(animFrame);
}
void animFrame(num now) {
int elapsed = _elapsed.elapsedMilliseconds;
_elapsed.reset();
process(elapsed, SAFETY_TIMEOUT, update: this.update, render: this.render);
html.window.animationFrame.then(animFrame);
}
void process(int elapsed, int timeOut, {Function update, Function render}) {
_drawLag += elapsed;
_updateLag += elapsed;
while (running == true &&
_shouldUpdate(_updateLag, elapsed, timeOut) == true) {
_updateLag -= _MS_PER_STEP;
if (update == null) break;
update();
}
if (_drawLag >= _MS_PER_FRAME) {
_drawLag = 0;
if (render == null) return;
render(_updateLag / _MS_PER_STEP);
}
}
bool _shouldUpdate(int updateLag, int elapsed, int timeOut) {
if (updateLag < _MS_PER_STEP) return false;
if (elapsed > timeOut) throw StackOverflowError;
return true;
}
/// 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() {
if (_simulation == null) return;
Map<int, bool> 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 || _simulation == null) return;
_simulation.render(canvas, interp);
}
void set simulation(Simulation value) => _simulation = value;
}