updating motor state in game loop
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@ -5,13 +5,15 @@ namespace pxsim {
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protected angle: number = 0;
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private rotationsPerMilliSecond: number;
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private speed: number;
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private large: boolean;
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private rotation: number;
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private polarity: boolean;
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constructor(port: number) {
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constructor(port: number, rpm: number) {
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super(port);
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this.rotationsPerMilliSecond = rpm / 60000;
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}
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setSpeed(speed: number) {
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@ -19,7 +21,6 @@ namespace pxsim {
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this.speed = speed;
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this.changed = true;
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this.setChangedState();
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this.playMotorAnimation();
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}
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}
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@ -58,40 +59,21 @@ namespace pxsim {
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return this.angle;
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}
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protected abstract playMotorAnimation(): void;
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updateState(elapsed: number) {
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const rotations = this.getSpeed() / 100 * this.rotationsPerMilliSecond * elapsed;
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const angle = rotations * 360;
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if (angle) {
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this.angle += angle;
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this.setChangedState();
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}
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}
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}
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export class MediumMotorNode extends MotorNode {
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id = NodeType.MediumMotor;
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constructor(port: number) {
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super(port);
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}
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protected lastMotorAnimationId: number;
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protected playMotorAnimation() {
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// Max medium motor RPM is 250 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
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const rotationsPerMinute = 250; // 250 rpm at speed 100
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const rotationsPerSecond = rotationsPerMinute / 60;
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const fps = GAME_LOOP_FPS;
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const rotationsPerFrame = rotationsPerSecond / fps;
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let now;
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let then = Date.now();
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let interval = 1000 / fps;
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let delta;
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let that = this;
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function draw() {
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that.lastMotorAnimationId = requestAnimationFrame(draw);
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now = Date.now();
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delta = now - then;
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if (delta > interval) {
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then = now - (delta % interval);
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const rotations = that.getSpeed() / 100 * rotationsPerFrame;
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const angle = rotations * 360;
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that.angle += angle;
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}
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}
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draw();
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super(port, 250);
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}
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}
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@ -99,33 +81,7 @@ namespace pxsim {
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id = NodeType.LargeMotor;
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constructor(port: number) {
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super(port);
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}
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protected lastMotorAnimationId: number;
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protected playMotorAnimation() {
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// Max medium motor RPM is 170 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
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const rotationsPerMinute = 170; // 170 rpm at speed 100
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const rotationsPerSecond = rotationsPerMinute / 60;
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const fps = GAME_LOOP_FPS;
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const rotationsPerFrame = rotationsPerSecond / fps;
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let now;
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let then = Date.now();
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let interval = 1000 / fps;
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let delta;
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let that = this;
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function draw() {
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that.lastMotorAnimationId = requestAnimationFrame(draw);
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now = Date.now();
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delta = now - then;
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if (delta > interval) {
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then = now - (delta % interval);
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const rotations = that.getSpeed() / 100 * rotationsPerFrame;
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const angle = rotations * 360;
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that.angle += angle;
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}
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}
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draw();
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super(port, 170);
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}
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}
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}
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@ -36,5 +36,13 @@ namespace pxsim {
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setChangedState() {
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this.changed = true;
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}
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/**
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* Updates any internal state according to the elapsed time since the last call to `updateState`
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* @param elapsed
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*/
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updateState(elapsed: number) {
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}
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}
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}
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@ -375,16 +375,17 @@ namespace pxsim.visuals {
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delta = now - then;
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if (delta > interval) {
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then = now - (delta % interval);
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that.updateStateStep();
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that.updateStateStep(delta);
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}
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}
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loop();
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}
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private updateStateStep() {
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private updateStateStep(elapsed: number) {
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const selected = this.layoutView.getSelected();
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const inputNodes = ev3board().getInputNodes();
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inputNodes.forEach((node, index) => {
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node.updateState(elapsed);
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if (!node.didChange()) return;
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const view = this.getDisplayViewForNode(node.id, index);
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if (view) {
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@ -400,6 +401,7 @@ namespace pxsim.visuals {
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const outputNodes = ev3board().getMotors();
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outputNodes.forEach((node, index) => {
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node.updateState(elapsed);
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if (!node.didChange()) return;
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const view = this.getDisplayViewForNode(node.id, index);
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if (view) {
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