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use canvas ... still not what I want. I want rust to write to the canvas memory.

master
Georg Hopp 6 years ago
parent
commit
c7543ff299
Signed by: ghopp GPG Key ID: 4C5D226768784538
  1. 12
      tutorial/wasm-game-of-life/src/lib.rs
  2. 2
      tutorial/wasm-game-of-life/www/index.html
  3. 72
      tutorial/wasm-game-of-life/www/index.js

12
tutorial/wasm-game-of-life/src/lib.rs

@ -43,6 +43,18 @@ impl Universe {
} }
} }
pub fn width(&self) -> u32 {
self.width
}
pub fn height(&self) -> u32 {
self.height
}
pub fn cells(&self) -> *const Cell {
self.cells.as_ptr()
}
pub fn render(&self) -> String { pub fn render(&self) -> String {
self.to_string() self.to_string()
} }

2
tutorial/wasm-game-of-life/www/index.html

@ -18,7 +18,7 @@
</style> </style>
</head> </head>
<body> <body>
<pre id="game-of-life-canvas"></pre>
<canvas id="game-of-life-canvas"></canvas>
<script src="./bootstrap.js"></script> <script src="./bootstrap.js"></script>
</body> </body>
</html> </html>

72
tutorial/wasm-game-of-life/www/index.js

@ -1,13 +1,79 @@
import { Universe } from "wasm-game-of-life";
import { Universe, Cell } from "wasm-game-of-life";
import { memory } from "wasm-game-of-life/wasm_game_of_life_bg";
const CELL_SIZE = 5; // px
const GRID_COLOR = "#CCCCCC";
const DEAD_COLOR = "#FFFFFF";
const ALIVE_COLOR = "#000000";
const pre = document.getElementById("game-of-life-canvas");
const universe = Universe.new(); const universe = Universe.new();
const width = universe.height();
const height = universe.height();
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 renderLoop = () => { const renderLoop = () => {
pre.textContent = universe.render();
universe.tick(); universe.tick();
drawGrid();
drawCells();
requestAnimationFrame(renderLoop); requestAnimationFrame(renderLoop);
}; };
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, col) => {
return row * width + col;
};
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 < height; 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();
};
drawGrid();
drawCells();
requestAnimationFrame(renderLoop); requestAnimationFrame(renderLoop);
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