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pages/index.html
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30
pages/index.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>Mapgen demo</title>
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<style>
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body {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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display: flex;
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flex-direction: column;
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align-items: center;
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justify-content: center;
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}
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#fps {
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white-space: pre;
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font-family: monospace;
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}
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</style>
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</head>
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<body>
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<button id="play-pause"></button>
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<div id="fps"></div>
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<canvas id="game-of-life-canvas"></canvas>
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<script src='./index.js'></script>
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</body>
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</html>
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pages/index.js
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pages/index.js
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import { Universe, Cell } from "wasm-game-of-life";
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import { memory } from "wasm-game-of-life/wasm_game_of_life_bg";
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const CELL_SIZE = 8; // px
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const GRID_COLOR = "#CCCCCC";
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const DEAD_COLOR = "#FFFFFF";
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const ALIVE_COLOR = "#000000";
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// Construct the universe, and get its width and height.
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// const universe = Universe.new_spaceship();
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const universe = Universe.new();
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const width = universe.width();
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const height = universe.height();
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// Give the canvas room for all of our cells and a 1px border
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// around each of them.
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const canvas = document.getElementById("game-of-life-canvas");
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canvas.height = (CELL_SIZE + 1) * height + 1;
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canvas.width = (CELL_SIZE + 1) * width + 1;
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const ctx = canvas.getContext('2d');
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let animationId = null;
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const renderLoop = () => {
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fps.render();
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for (let i = 0; i < 9; i++) {
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universe.tick();
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}
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drawGrid();
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drawCells();
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animationId = requestAnimationFrame(renderLoop);
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};
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const drawGrid = () => {
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ctx.beginPath();
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ctx.strokeStyle = GRID_COLOR;
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// Vertical lines.
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for (let i = 0; i <= width; i++) {
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ctx.moveTo(i * (CELL_SIZE + 1) + 1, 0);
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ctx.lineTo(i * (CELL_SIZE + 1) + 1, (CELL_SIZE + 1) * height + 1);
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}
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// Horizontal lines.
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for (let j = 0; j <= height; j++) {
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ctx.moveTo(0, j * (CELL_SIZE + 1) + 1);
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ctx.lineTo((CELL_SIZE + 1) * width + 1, j * (CELL_SIZE + 1) + 1);
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}
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ctx.stroke();
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};
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const getIndex = (row, column) => {
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return row * width + column;
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};
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const drawCells = () => {
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const cellsPtr = universe.cells();
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// This is updated!
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const cells = new Uint8Array(memory.buffer, cellsPtr, width * height / 8);
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ctx.beginPath();
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// Alive cells.
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ctx.fillStyle = ALIVE_COLOR;
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for (let row = 0; row < height; row++) {
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for (let col = 0; col < width; col++) {
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const idx = getIndex(row, col);
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if (!bitIsSet(idx, cells)) {
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continue;
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}
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ctx.fillRect(
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col * (CELL_SIZE + 1) + 1,
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row * (CELL_SIZE + 1) + 1,
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CELL_SIZE,
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CELL_SIZE
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);
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}
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}
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// Dead cells.
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ctx.fillStyle = DEAD_COLOR;
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for (let row = 0; row < height; row++) {
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for (let col = 0; col < width; col++) {
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const idx = getIndex(row, col);
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if (bitIsSet(idx, cells)) {
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continue;
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}
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ctx.fillRect(
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col * (CELL_SIZE + 1) + 1,
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row * (CELL_SIZE + 1) + 1,
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CELL_SIZE,
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CELL_SIZE
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);
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}
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}
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ctx.stroke();
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};
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const bitIsSet = (n, arr) => {
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const byte = Math.floor(n / 8);
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const mask = 1 << (n % 8);
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return (arr[byte] & mask) === mask;
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};
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const isPaused = () => {
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return animationId === null;
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};
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const playPauseButton = document.getElementById("play-pause");
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const play = () => {
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playPauseButton.textContent = "⏸";
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renderLoop();
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};
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const pause = () => {
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playPauseButton.textContent = "▶";
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cancelAnimationFrame(animationId);
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animationId = null;
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};
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playPauseButton.addEventListener("click", event => {
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if (isPaused()) {
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play();
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} else {
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pause();
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}
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});
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canvas.addEventListener("click", event => {
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const boundingRect = canvas.getBoundingClientRect();
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const scaleX = canvas.width / boundingRect.width;
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const scaleY = canvas.height / boundingRect.height;
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const canvasLeft = (event.clientX - boundingRect.left) * scaleX;
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const canvasTop = (event.clientY - boundingRect.top) * scaleY;
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const row = Math.min(Math.floor(canvasTop / (CELL_SIZE + 1)), height - 1);
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const col = Math.min(Math.floor(canvasLeft / (CELL_SIZE + 1)), width - 1);
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universe.toggle_cell(row, col);
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drawGrid();
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drawCells();
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});
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const fps = new class {
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constructor() {
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this.fps = document.getElementById("fps");
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this.frames = [];
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this.lastFrameTimeStamp = performance.now();
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}
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render() {
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// Convert the delta time since the last frame render into a measure
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// of frames per second.
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const now = performance.now();
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const delta = now - this.lastFrameTimeStamp;
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this.lastFrameTimeStamp = now;
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const fps = 1 / delta * 1000;
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// Save only the latest 100 timings.
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this.frames.push(fps);
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if (this.frames.length > 100) {
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this.frames.shift();
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}
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// Find the max, min, and mean of our 100 latest timings.
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let min = Infinity;
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let max = -Infinity;
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let sum = 0;
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for (let i = 0; i < this.frames.length; i++) {
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sum += this.frames[i];
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min = Math.min(this.frames[i], min);
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max = Math.max(this.frames[i], max);
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}
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let mean = sum / this.frames.length;
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// Render the statistics.
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this.fps.textContent = `
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Frames per Second:
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latest = ${Math.round(fps)}
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avg of last 100 = ${Math.round(mean)}
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min of last 100 = ${Math.round(min)}
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max of last 100 = ${Math.round(max)}
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`.trim();
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}
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};
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play();
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