diff --git a/pages/index.html b/pages/index.html new file mode 100644 index 0000000..4ca15ef --- /dev/null +++ b/pages/index.html @@ -0,0 +1,30 @@ + + + + + Mapgen demo + + + + +
+ + + + diff --git a/pages/index.js b/pages/index.js new file mode 100644 index 0000000..fb41e3f --- /dev/null +++ b/pages/index.js @@ -0,0 +1,199 @@ +import { Universe, Cell } from "wasm-game-of-life"; +import { memory } from "wasm-game-of-life/wasm_game_of_life_bg"; + +const CELL_SIZE = 8; // px +const GRID_COLOR = "#CCCCCC"; +const DEAD_COLOR = "#FFFFFF"; +const ALIVE_COLOR = "#000000"; + +// Construct the universe, and get its width and height. +// const universe = Universe.new_spaceship(); +const universe = Universe.new(); +const width = universe.width(); +const height = universe.height(); + +// Give the canvas room for all of our cells and a 1px border +// around each of them. +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'); + +let animationId = null; + +const renderLoop = () => { + fps.render(); + for (let i = 0; i < 9; i++) { + universe.tick(); + } + + drawGrid(); + drawCells(); + + animationId = 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, column) => { + return row * width + column; +}; + +const drawCells = () => { + const cellsPtr = universe.cells(); + + // This is updated! + const cells = new Uint8Array(memory.buffer, cellsPtr, width * height / 8); + + ctx.beginPath(); + + // Alive cells. + ctx.fillStyle = ALIVE_COLOR; + for (let row = 0; row < height; row++) { + for (let col = 0; col < width; col++) { + const idx = getIndex(row, col); + if (!bitIsSet(idx, cells)) { + continue; + } + + ctx.fillRect( + col * (CELL_SIZE + 1) + 1, + row * (CELL_SIZE + 1) + 1, + CELL_SIZE, + CELL_SIZE + ); + } + } + + // Dead cells. + ctx.fillStyle = DEAD_COLOR; + for (let row = 0; row < height; row++) { + for (let col = 0; col < width; col++) { + const idx = getIndex(row, col); + if (bitIsSet(idx, cells)) { + continue; + } + + ctx.fillRect( + col * (CELL_SIZE + 1) + 1, + row * (CELL_SIZE + 1) + 1, + CELL_SIZE, + CELL_SIZE + ); + } + } + + ctx.stroke(); +}; + +const bitIsSet = (n, arr) => { + const byte = Math.floor(n / 8); + const mask = 1 << (n % 8); + return (arr[byte] & mask) === mask; +}; + +const isPaused = () => { + return animationId === null; +}; + +const playPauseButton = document.getElementById("play-pause"); + +const play = () => { + playPauseButton.textContent = "⏸"; + renderLoop(); +}; + +const pause = () => { + playPauseButton.textContent = "▶"; + cancelAnimationFrame(animationId); + animationId = null; +}; + +playPauseButton.addEventListener("click", event => { + if (isPaused()) { + play(); + } else { + pause(); + } +}); + +canvas.addEventListener("click", event => { + const boundingRect = canvas.getBoundingClientRect(); + + const scaleX = canvas.width / boundingRect.width; + const scaleY = canvas.height / boundingRect.height; + + const canvasLeft = (event.clientX - boundingRect.left) * scaleX; + const canvasTop = (event.clientY - boundingRect.top) * scaleY; + + const row = Math.min(Math.floor(canvasTop / (CELL_SIZE + 1)), height - 1); + const col = Math.min(Math.floor(canvasLeft / (CELL_SIZE + 1)), width - 1); + + universe.toggle_cell(row, col); + + drawGrid(); + 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(); + } +}; + +play(); \ No newline at end of file