import { Universe, Cell, init_game } from "gameoflife"; import { memory } from "gameoflife/gameoflife_bg.wasm"; // let PLAY = true; // let PLAY = false; init_game(); const randSlider = document.getElementById("randThreshold"); const randSliderLabel = document.getElementById("randThreshold-label"); const CELL_SIZE = 4; // px const GRID_COLOR = "#BBBBBB"; const DEAD_COLOR = "#FFFFFF"; const ALIVE_COLOR = "#FF55AA"; let universe = Universe.new(100, 100, randSlider.value, new Date().getTime() / 1000); let width = universe.width(); let height = universe.height(); let play = false; 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'); /** * Draw grid onto canvas prior to painting cells */ 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(); }; /** * Get linear index from row and column indices * @param {*} row Row index * @param {*} column Column index * @returns Linear index */ const getIndex = (row, column) => { return row * width + column; }; /** * Paint alive cells onto grid */ 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(); }; /** * Single frame/step of game, tick universe, refresh UI */ const renderSingle = () => { // fps.render(); //new universe.tick(); drawGrid(); drawCells(); } /** * Start interval timer to periodically iterate frames */ const start = () => { if(loop != null) clearInterval(loop); loop = setInterval(renderSingle, frameInterval); } /** * Clear interval timer to stop animation loop */ const stop = () => { if(loop != null) clearInterval(loop); loop = null; } var frameInterval = 50; // var loop = setInterval(renderSingle, frameInterval); var loop = null; // SLIDERS const frameSlider = document.getElementById("frameRate"); const frameSliderLabel = document.getElementById("frameRate-label"); /** * Handler for frame interval slider change, stop, change interval, start */ const onFrameSlider = () => { stop(); frameInterval = frameSlider.value; frameSliderLabel.innerHTML = `Frame Interval: ${frameSlider.value}ms`; if(play) start(); } frameSlider.onchange = onFrameSlider; frameSlider.value = 100; /** * Handler for random threshold slider change, get a new universe with new threshold */ const onRandSlider = () => { stop(); universe = Universe.new(width, height, randSlider.value, new Date().getTime() / 1000); refreshCanvas(); randSliderLabel.innerHTML = `Random Threshold: ${randSlider.value}%`; if(play) start(); } randSlider.onchange = onRandSlider; randSlider.value = 50; /** * Refresh existing canvas, calculate dimensions and draw */ const refreshCanvas = () => { canvas.width = (CELL_SIZE + 1) * width + 1; canvas.height = (CELL_SIZE + 1) * height + 1; drawGrid(); drawCells(); } // INPUT BOXES const widthBox = document.getElementById("width"); /** * Handler for width input box change, get a new universe of given size */ 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; widthBox.value = 100; const heightBox = document.getElementById("height"); /** * Handler for height input box change, get a new universe of given size */ 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; heightBox.value = 100; // BUTTONS /** * Click handler for step button, make single move */ const onPlay = () => { play = !play; // console.log("play: " + play); if(play) { playButton.classList.remove("btn-success"); playButton.classList.add("btn-danger"); playButton.innerText = "Stop"; start(); }else { playButton.classList.add("btn-success"); playButton.classList.remove("btn-danger"); playButton.innerText = "Play"; stop(); } } const playButton = document.getElementById("play"); playButton.onclick = onPlay; /** * Click handler for step button, make single move */ const onStep = () => { console.log("stepping"); renderSingle(); } document.getElementById("step").onclick = onStep; /** * Click handler for reset button, generate a new universe and refresh the canvas */ const onReset = () => { universe = Universe.new(width, height, randSlider.value, new Date().getTime() / 1000); refreshCanvas(); } document.getElementById("reset").onclick = onReset; drawGrid(); drawCells();