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really remove game of life from javascript

master
Georg Hopp 6 years ago
parent
commit
e4b19addcb
Signed by: ghopp GPG Key ID: 4C5D226768784538
  1. 1
      tutorial/wasm-game-of-life/www/index.html
  2. 82
      tutorial/wasm-game-of-life/www/index.js

1
tutorial/wasm-game-of-life/www/index.html

@ -19,7 +19,6 @@
</head> </head>
<body> <body>
<canvas id="view3d"></canvas> <canvas id="view3d"></canvas>
<canvas id="game-of-life-canvas"></canvas>
<script src="./bootstrap.js"></script> <script src="./bootstrap.js"></script>
</body> </body>
</html> </html>

82
tutorial/wasm-game-of-life/www/index.js

@ -1,8 +1,8 @@
import { Universe, Cell, View3d, Color } from "wasm-game-of-life";
import { View3d } from "wasm-game-of-life";
import { memory } from "wasm-game-of-life/wasm_game_of_life_bg"; import { memory } from "wasm-game-of-life/wasm_game_of_life_bg";
// 3D canvas stuff // 3D canvas stuff
const view3d = View3d.new(151, 151);
const view3d = View3d.new(300, 300);
const view3d_canvas = document.getElementById("view3d"); const view3d_canvas = document.getElementById("view3d");
view3d_canvas.width = view3d.width(); view3d_canvas.width = view3d.width();
@ -28,85 +28,7 @@ const drawView3d = () => {
view3d_ctx.putImageData(view3d_image, 0, 0); view3d_ctx.putImageData(view3d_image, 0, 0);
} }
// game of life stuff
const CELL_SIZE = 5; // px
const GRID_COLOR = "#CCCCCC";
const DEAD_COLOR = "#FFFFFF";
const ALIVE_COLOR = "#000000";
const universe = Universe.new();
const width = universe.width();
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 = () => {
universe.tick();
drawGrid();
drawCells();
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();
};
// start everything ... // start everything ...
//drawGrid();
//drawCells();
//requestAnimationFrame(renderLoop);
view3d.update(); view3d.update();
drawView3d(); drawView3d();
requestAnimationFrame(view3d_renderLoop); requestAnimationFrame(view3d_renderLoop);
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