game-of-life/www/index.js

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import { Universe, Cell, init } from "game-of-life";
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import { memory } from "game-of-life/game_of_life_bg.wasm";
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// let PLAY = true;
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// let PLAY = false;
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init();
const randSlider = document.getElementById("randThreshold");
const randSliderLabel = document.getElementById("randThreshold-label");
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const CELL_SIZE = 5; // px
const GRID_COLOR = "#BBBBBB";
const DEAD_COLOR = "#FFFFFF";
const ALIVE_COLOR = "#FF55AA";
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let universe = Universe.new(100, 100, randSlider.value, new Date().getTime() / 1000);
let width = universe.width();
let height = universe.height();
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const canvas = document.getElementById("game-of-life-canvas");
canvas.height = (CELL_SIZE + 1) * height + 1;
canvas.width = (CELL_SIZE + 1) * width + 1;
const ctx = canvas.getContext('2d');
const drawGrid = () => {
ctx.beginPath();
ctx.strokeStyle = GRID_COLOR;
// Vertical lines.
for (let i = 0; i <= width; i++) {
ctx.moveTo(i * (CELL_SIZE + 1) + 1, 0);
ctx.lineTo(i * (CELL_SIZE + 1) + 1, (CELL_SIZE + 1) * height + 1);
}
// Horizontal lines.
for (let j = 0; j <= height; j++) {
ctx.moveTo(0, j * (CELL_SIZE + 1) + 1);
ctx.lineTo((CELL_SIZE + 1) * width + 1, j * (CELL_SIZE + 1) + 1);
}
ctx.stroke();
};
const getIndex = (row, column) => {
return row * width + column;
};
const drawCells = () => {
const cellsPtr = universe.cells();
const cells = new Uint8Array(memory.buffer, cellsPtr, width * height);
ctx.beginPath();
for (let row = 0; row < height; row++) {
for (let col = 0; col < width; col++) {
const idx = getIndex(row, col);
ctx.fillStyle = cells[idx] === Cell.Dead
? DEAD_COLOR
: ALIVE_COLOR;
ctx.fillRect(
col * (CELL_SIZE + 1) + 1,
row * (CELL_SIZE + 1) + 1,
CELL_SIZE,
CELL_SIZE
);
}
}
ctx.stroke();
};
const renderSingle = () => {
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fps.render(); //new
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universe.tick();
drawGrid();
drawCells();
}
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const start = () => {
if(loop != null) clearInterval(loop);
loop = setInterval(renderSingle, frameInterval);
}
const stop = () => {
if(loop != null) clearInterval(loop);
loop = null;
}
// const renderLoop = () => {
// if(PLAY){
// renderSingle();
// requestAnimationFrame(renderLoop);
// }
// };
// renderSingle();
// requestAnimationFrame(renderLoop);
var frameInterval = 50;
// var loop = setInterval(renderSingle, frameInterval);
var loop = null;
const frameSlider = document.getElementById("frameRate");
const frameSliderLabel = document.getElementById("frameRate-label");
const onFrameSlider = () => {
stop();
frameInterval = frameSlider.value;
frameSliderLabel.innerHTML = `Frame Interval: ${frameSlider.value}`;
if(playCheck.checked) start();
}
frameSlider.onchange = onFrameSlider;
const onRandSlider = () => {
stop();
universe = Universe.new(width, height, randSlider.value, new Date().getTime() / 1000);
refreshCanvas();
randSliderLabel.innerHTML = `Rand Threshold: ${randSlider.value}`;
if(playCheck.checked) start();
}
randSlider.onchange = onRandSlider;
const refreshCanvas = () => {
canvas.width = (CELL_SIZE + 1) * width + 1;
canvas.height = (CELL_SIZE + 1) * height + 1;
drawGrid();
drawCells();
}
const widthBox = document.getElementById("width");
const onWidth = () => {
// PLAY = false;
width = widthBox.value;
universe = Universe.new(width, height, randSlider.value, new Date().getTime() / 1000);
refreshCanvas();
// PLAY = true;
// requestAnimationFrame(renderLoop);
}
widthBox.onchange = onWidth;
const heightBox = document.getElementById("height");
const onHeight = () => {
// PLAY = false;
height = heightBox.value;
universe = Universe.new(width, height, randSlider.value, new Date().getTime() / 1000);
refreshCanvas();
// PLAY = true;
// requestAnimationFrame(renderLoop);
}
heightBox.onchange = onHeight;
const playCheck = document.getElementById("play-check");
const onPlay = () => {
console.log("play: " + playCheck.checked);
if(playCheck.checked) {
start();
}else {
stop();
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}
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// PLAY = playCheck.checked;
// requestAnimationFrame(renderLoop);
}
playCheck.onchange = onPlay;
const onStep = () => {
console.log("stepping");
renderSingle();
}
document.getElementById("step").onclick = onStep;
const onReset = () => {
universe = Universe.new(width, height, randSlider.value, new Date().getTime() / 1000);
refreshCanvas();
}
document.getElementById("reset").onclick = onReset;
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drawGrid();
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drawCells();
const fps = new class {
constructor() {
this.fps = document.getElementById("fps");
this.frames = [];
this.lastFrameTimeStamp = performance.now();
}
render() {
// Convert the delta time since the last frame render into a measure
// of frames per second.
const now = performance.now();
const delta = now - this.lastFrameTimeStamp;
this.lastFrameTimeStamp = now;
const fps = 1 / delta * 1000;
// Save only the latest 100 timings.
this.frames.push(fps);
if (this.frames.length > 100) {
this.frames.shift();
}
// Find the max, min, and mean of our 100 latest timings.
let min = Infinity;
let max = -Infinity;
let sum = 0;
for (let i = 0; i < this.frames.length; i++) {
sum += this.frames[i];
min = Math.min(this.frames[i], min);
max = Math.max(this.frames[i], max);
}
let mean = sum / this.frames.length;
// Render the statistics.
this.fps.textContent = `
Frames per Second:
latest = ${Math.round(fps)} //
avg of last 100 = ${Math.round(mean)} //
min of last 100 = ${Math.round(min)} //
max of last 100 = ${Math.round(max)}
`.trim();
}
};