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asyncScheduler,
BehaviorSubject,
distinctUntilChanged,
interval,
Observable,
Subject,
Subscription,
switchMap,
takeUntil,
tap,
} from 'rxjs';
/**
* Represents a Game, consisting of a grid and an initial state,
* that can be started and stopped.
*/
class Game {
/**
* Whether the game is currently running.
* @type {boolean}
*/
#running = false;
/**
* Signal used to stop the running game loop.
* @type {Subject<void>}
*/
#stopSignal = new Subject();
/**
* Grid for the current game.
* @type {Grid}
*/
#grid;
/**
* Contains the currently-set tick interval in millisecond.
* @type {BehaviorSubject<number>}
*/
#intervalMillis;
/**
* Subscriptions held by this game instance.
* @type {Subscription}
*/
subscriptions = new Subscription();
/**
* @param grid {Grid} - initialized grid to be managed by this game.
* @param cellToggled {Observable<[number, number, State]>} - emits [x,y,active] on interaction
* @param {number} tickInterval - ms between each tick in auto mode
*/
constructor(grid, cellToggled, tickInterval = 1000) {
this.#grid = grid;
this.#intervalMillis = new BehaviorSubject(tickInterval);
this.subscriptions.add(this.handleIncomingCellEvent(cellToggled));
}
/**
*
* @param cellToggled {Observable<[number, number, State]>}
* @returns {Subscription}
*/
handleIncomingCellEvent(cellToggled) {
return cellToggled
.pipe(tap((a) => console.log(`Got this in game: ${JSON.stringify(a)}`)))
.subscribe({
next: ([x, y, active]) => this.#grid.setCellState(x, y, active),
error: (err) =>
console.error(`Error in Game.cellToggled listener: ${err}`),
complete: () => console.log('Game received complete signal'),
});
}
/**
* Progresses the game by one tick.
*/
tick() {
this.#grid.tick();
}
/**
* Starts the game with the current tick interval.
*
* @param {import('rxjs').SchedulerLike} scheduler - optional scheduler
* @returns {Subscription}
*/
start(scheduler = asyncScheduler) {
this.#running = true;
return this.#intervalMillis
.asObservable()
.pipe(
distinctUntilChanged(),
switchMap((ms) => interval(ms, scheduler)),
takeUntil(this.#stopSignal),
)
.subscribe({
next: () => this.tick(),
});
}
/**
* Stops the game.
*/
stop() {
this.#stopSignal.next(void 0);
this.#running = false;
}
get isRunning() {
return this.#running;
}
/**
* @param {number} ms
*/
set tickInterval(ms) {
this.#intervalMillis.next(ms);
}
}
export { Game };
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