Initial Source Commit

This commit is contained in:
Marty Oehme 2018-07-20 11:58:11 +02:00
parent f27b385066
commit 2eacf58314
10 changed files with 400 additions and 0 deletions

64
lib/game/Game.dart Normal file
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import 'dart:html';
class Game {
List<List<Color>> grid;
CanvasElement canvas;
CanvasRenderingContext2D ctx;
double _oscill = 0.0;
bool _fwd = true;
Game(CanvasElement this.canvas) {
grid = buildGrid(5,5, new Color(255, 100, 255));
ctx = this.canvas.getContext('2d');
}
void update([num dt]) {}
void draw([num interp]) {
// CanvasRenderingContext2D ctx = this.canvas.getContext('2d');
// print(grid.toString());
int brickW = (canvas.width ~/ grid[0].length);
int brickH = (canvas.height ~/ grid.length);
ctx.clearRect(0, 0, canvas.width, canvas.height);
for(int y=0;y<grid.length;y++) {
for(int x=0;x<grid[y].length;x++) {
Color col = grid[y][x];
ctx.setFillColorRgb(col.r, col.g, col.b);
ctx.fillRect(x*brickW, y*brickH, brickW, brickH);
}
}
}
Color _oscillate(Color) {
}
List<List<Color>> buildGrid(int w, int h, Color col) {
List<List<Color>> grid = new List(h);
for(int y = 0; y< h; y++) {
grid[y] = new List(w);
for(int x = 0; x< w; x++) {
grid[y][x] = col;
}
}
return grid;
}
}
class Color {
final int r;
final int g;
final int b;
const Color(this.r, this.g, this.b);
}
// Create 2d array
// fill with random colors
// cycle colors
// set one color to random new one

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import 'package:browserloop/game/Game.dart';
abstract class LoopExample{
Game game;
void stop() {}
void start() {}
}

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lib/src/00-oldcode.dart Normal file
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import 'dart:html' as html;
import 'dart:math' as math;
html.CanvasRenderingContext2D ctx;
html.CanvasElement el;
math.Random rng = new math.Random();
int GRIDNUM = 10;
int animID = 0;
// These are the functions to start the animation and stop the animation.
// (They are connected to the start/stop buttons in the demo setup.)
var _stop = () => html.window.cancelAnimationFrame(animID);
var _start = () => html.window.requestAnimationFrame(eventloop);
// This is what ticks every frame of the animation.
void eventloop(currentTime) {
print(currentTime.toString());
ctx.setFillColorRgb(rng.nextInt(255), rng.nextInt(255), rng.nextInt(255));
int BRICKSIZE = (el.width ~/ GRIDNUM);
int x = rng.nextInt(GRIDNUM) * BRICKSIZE;
int y = rng.nextInt(GRIDNUM) * BRICKSIZE;
ctx.fillRect(x, y, (BRICKSIZE), (BRICKSIZE));
animID = html.window.requestAnimationFrame(
eventloop); // recursive call to our eventloop - calls it forever as soon as browser is willing to give us his time
}
void main() {
_demoSetup();
}
//buttons and canvas setup
void _demoSetup() {
el = new html.CanvasElement(width: 480, height: 480);
html.querySelector('#basic_output').append(el);
ctx = el.getContext('2d');
var _clear = () {
_stop();
ctx.setFillColorRgb(rng.nextInt(255), rng.nextInt(255), rng.nextInt(255));
ctx.fillRect(0, 0, el.width, el.height);
ctx.setFillColorRgb(rng.nextInt(255), rng.nextInt(255), rng.nextInt(255));
};
var _changeGrid = (int delta) {
_clear();
int newgrid = GRIDNUM + delta;
GRIDNUM = (newgrid == 0) ? GRIDNUM : newgrid;
_start();
};
_clear();
html.querySelector('#basic_start').onClick.listen((e) {
print('started');
_stop();
_start();
});
html.querySelector('#basic_stop').onClick.listen((e) => _stop());
html
.querySelector('#basic_reset')
.onClick
.listen((e) => _clear());
html.querySelector('#basic_plus').onClick.listen((e) => _changeGrid(-5));
html.querySelector('#basic_minus').onClick.listen((e) => _changeGrid(5));
}

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lib/src/01-WhileLoop.dart Normal file
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import 'package:browserloop/game/Game.dart';
import 'package:browserloop/game/LoopExample.dart';
/// The most basic update loop possible.
///
/// Best not to use this loop since it has a tendency to
/// crash your browser and not load correctly at all.
/// The way to get this to run would be the setInterval method
/// simple is either through setInterval in Javascript:
/// https://www.w3schools.com/howto/howto_js_animate.asp
/// or through the Timer API in Dart, especially
/// with Timer.periodic(16, callbackFunction);
/// To see how I got it running for the example,
/// see file 02-AnimationFrameWhile.dart
class WhileLoop implements LoopExample {
Game game;
WhileLoop(Game this.game) {
eventloop();
}
void eventloop() {
while(true) {
game.update();
}
}
void update() {
print("i am updating");
}
}

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import 'dart:html';
import 'package:browserloop/game/Game.dart';
import 'package:browserloop/game/LoopExample.dart';
/// The most basic update loop possible.
///
/// Note that this is technically cheating since it is using
/// animationFrames to improve browser performance for the examples in the
/// blog post. The real, actual simplest code is in file 01-WhileLoop.dart
class WhileLoop implements LoopExample {
Game game;
num id;
WhileLoop(Game this.game) {
window.requestAnimationFrame(eventloop);
}
void eventloop(num time) {
game.update();
game.draw();
id = window.requestAnimationFrame(eventloop);
}
void stop() {
window.cancelAnimationFrame(id);
}
void start() {
window.requestAnimationFrame(eventloop);
}
}

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import 'dart:html';
import 'package:browserloop/game/Game.dart';
import 'package:browserloop/game/LoopExample.dart';
class FixedLoopVariableRender implements LoopExample {
static final double MS_PER_UPDATE = 1000.0;
static final double SAFE_GUARD = 500.0;
Stopwatch elapsed = new Stopwatch();
double lag = 0.0;
Game game;
num id;
FixedLoopVariableRender(this.game) {
elapsed.start();
window.requestAnimationFrame(eventloop);
}
void eventloop(num time) {
lag += elapsed.elapsedMilliseconds;
elapsed.reset();
while (lag >= MS_PER_UPDATE && elapsed.elapsedMilliseconds < SAFE_GUARD) {
update();
lag -= MS_PER_UPDATE;
}
render(lag / MS_PER_UPDATE);
id = window.requestAnimationFrame(eventloop);
}
void update() {
print('updating');
game.update();
return;
}
void render(double interp) {
print('rendering, interp:$interp');
game.draw(interp);
return;
}
void stop() {
window.cancelAnimationFrame(id);
}
void start() {
window.requestAnimationFrame(eventloop);
}
}

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pubspec.yaml Normal file
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name: browserloop
description: An absolute bare-bones web app.
version: 0.0.1
#homepage: https://www.example.com
#author: marty <email@example.com>
environment:
sdk: '>=2.0.0-dev.67.0 <3.0.0'
#dependencies:
# path: ^1.4.1
dev_dependencies:
build_runner: ^0.9.0
build_web_compilers: ^0.4.0

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web/index.html Normal file
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<!DOCTYPE html>
<html>
<head>
<title>Browserloop</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<!--<link rel="stylesheet" href="styles.css">-->
<!--<link rel="icon" type="image/png" href="favicon.png">-->
<script defer src="main.dart.js"></script>
</head>
<body>
<!--Basic Game-loop-->
<div id="while_output"></div>
<div id="variable_output"></div>
<!--<button id="basic_start">start</button>-->
<!--<button id="basic_stop">stop</button>-->
<!--<button id="basic_reset">reset</button>-->
<!--<button id="basic_plus">+</button>-->
<!--<button id="basic_minus">-</button>-->
</body>
</html>

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web/main.dart Normal file
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import 'dart:html';
import 'package:browserloop/game/Game.dart';
import 'package:browserloop/game/LoopExample.dart';
import 'package:browserloop/src/03-FixedLoopVariableRender.dart';
import 'package:browserloop/src/02-AnimationFrameWhile.dart';
List<Example> examples = [
Example("While Loop Example","#while_output"),
Example("Fixed Update, Variable Render","#variable_output")
];
LoopExample active;
class Example {
final String query;
final String name;
CanvasElement canvas = CanvasElement(width: 480, height: 480);
LoopExample loop;
Example(this.name, this.query);
}
void main() {
examples.forEach((ex) {
appendToDOM(ex);
});
resetPlaceHolders();
}
void appendToDOM(Example example) {
querySelector(example.query).append(example.canvas);
example.canvas.onClick.forEach(activate);
print("${example.query} appended");
}
void readdToDOM(Example example) {
querySelector(example.query).children.clear();
print("${example.query} removed");
appendToDOM(example);
}
void resetPlaceHolders([Example current]) {
examples.forEach((Example ex) {
if(current == null || ex != current) {
if(ex.loop != null) {
ex.loop.stop();
ex.loop = null;
}
ex.canvas = new CanvasElement(width: ex.canvas.width,height: ex.canvas.height);
readdToDOM(ex);
CanvasRenderingContext2D ctx = ex.canvas.context2D;
Point c = Point(ex.canvas.width/2, ex.canvas.height/2);
ctx.setFillColorRgb(255, 150, 10);
ctx.fillRect(0, 0, ex.canvas.width, ex.canvas.height);
ctx.beginPath();
ctx.moveTo(c.x-25, c.y-25);
ctx.lineTo(c.x+25, c.y+25);
ctx.lineTo(c.x-25, c.y+75);
ctx.closePath();
ctx.lineWidth = 10;
ctx.setStrokeColorRgb(155, 155, 155);
ctx.setFillColorRgb(255, 255, 255);
ctx.stroke();
ctx.fill();
ctx.fillText(ex.name, c.x - ctx.measureText(ex.name).width/2, c.y - 50);
print("reset ${ex.query}");
}
});
}
void activate(MouseEvent e) {
if(e.target is! CanvasElement) return;
CanvasElement c = (e.target as CanvasElement);
examples.forEach((Example ex) {
if (ex.canvas == c) {
resetPlaceHolders(ex);
switch (ex.query) {
case "#while_output":
ex.loop = new WhileLoop(new Game(c));
break;
case "#variable_output":
ex.loop = new FixedLoopVariableRender(new Game(c));
break;
}
querySelector(ex.query).append(new ButtonElement()
..text = "start"
..onClick.listen((e) {
ex.loop.stop();
ex.loop.start();
}));
querySelector(ex.query).append(new ButtonElement()
..text = "stop"
..onClick.listen((e) {
ex.loop.stop();
}));
// querySelector('#reset').onClick.listen((e) => ex.loop.game.reset());
// querySelector('#plus').onClick.listen((e) => _changeGrid(-5));
// querySelector('#minus').onClick.listen((e) => _changeGrid(5));
}
});
}
//when a button is clicked delete all the other Loops containing games and replace them with a canvas (fn above)