Merge pull request #10 from klangner/demo-wasm

Demo wasm
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Krzysztof Langner 2020-09-13 14:46:32 +02:00 committed by GitHub
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19 changed files with 716 additions and 454 deletions

2
.gitignore vendored
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@ -2,3 +2,5 @@
/demo/target /demo/target
Cargo.lock Cargo.lock
.vscode/ .vscode/
pkg/
package-lock.json

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@ -6,16 +6,9 @@
Generate procedural maps for games. Generate procedural maps for games.
This library is based on the code from the [Roguelike tutorial](https://github.com/thebracket/rustrogueliketutorial).
I highly recommend it for learning how to write Roguelike in Rust.
## Demo app ## Demo app
If you want to check how the maps look like, then: Check [demo app](https://klangner.github.io/mapgen.rs/)
* Clone this rep
* Go to the demo folder
* Run demo app (`cargo run`)
## Features ## Features
@ -80,6 +73,11 @@ let map = MapBuilder::new(Box::new(CellularAutomataGen::new(80, 50)))
For more information check the [doc](https://docs.rs/mapgen) For more information check the [doc](https://docs.rs/mapgen)
This library is based on the code from the [Roguelike tutorial](https://github.com/thebracket/rustrogueliketutorial).
I highly recommend it for learning how to write Roguelike in Rust.
# License # License
Licensed under either of Licensed under either of

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@ -2,15 +2,26 @@
name = "mapgen-demo" name = "mapgen-demo"
version = "0.1.1" version = "0.1.1"
authors = ["Krzysztof Langner <klangner@gmail.com>"] authors = ["Krzysztof Langner <klangner@gmail.com>"]
description = "Map generator demo"
license = "MIT OR Apache-2.0"
repository = "https://github.com/klangner/mapgen.rs"
edition = "2018" edition = "2018"
[dependencies] [lib]
rand = "0.7" crate-type = ["cdylib"]
amethyst = {version = "0.15", features = ["tiles", "no-slow-safety-checks"]}
log = { version = "0.4.8", features = ["serde"] }
mapgen = {path=".."}
[features] [dependencies]
default = ["metal"] rand = { version = "0.7", features = ["wasm-bindgen"] }
metal = ["amethyst/metal"] mapgen = {path=".."}
vulkan = ["amethyst/vulkan"] wasm-bindgen = "0.2"
js-sys = "0.3"
[dependencies.web-sys]
version = "0.3.4"
features = [
'Document',
'Element',
'HtmlElement',
'Node',
'Window',
]

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Copyright 2017 Krzysztof Langner
Licensed under the Apache License, Version 2.0 (the "License");
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@ -1,6 +1,12 @@
# Demo application for mapgen # Demo application for mapgen
## Build the project:
```
wasm-pack build
cd www
npm run build
```
This app uses: This app uses:
* [Urizen OneBit Tilesets](https://vurmux.itch.io/urizen-onebit-tilesets) * [Urizen OneBit Tilesets](https://vurmux.itch.io/urizen-onebit-tilesets)

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(
title: "mapgen demo",
dimensions: Some((840, 520)),
)

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@ -1,27 +0,0 @@
(
axes: {
"camera_x": Emulated(
pos: Key(D),
neg: Key(A),
),
"camera_y": Emulated(
pos: Key(W),
neg: Key(S),
),
"camera_scale": Emulated(
pos: Key(E),
neg: Key(Q),
),
"camera_z": Emulated(
pos: Key(R),
neg: Key(F),
),
},
actions: {
"camera_switch": [[Key(Space)]],
"select": [[Mouse(Left)]],
"toggle_rotation": [[Key(Y)]],
"toggle_translation": [[Key(T)]],
},
)

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<html>
<head>
<meta content="text/html;charset=utf-8" http-equiv="Content-Type" />
</head>
<body>
<!-- Note the usage of `type=module` here as this is an ES6 module -->
<script type="module">
// Use ES module import syntax to import functionality from the module
// that we have compiled.
//
// Note that the `default` import is an initialization function which
// will "boot" the module and make it ready to use. Currently browsers
// don't support natively imported WebAssembly as an ES module, but
// eventually the manual initialization won't be required!
import init, { add } from './pkg/mapgen_demo.js';
async function run() {
// First up we need to actually load the wasm file, so we use the
// default export to inform it where the wasm file is located on the
// server, and then we wait on the returned promise to wait for the
// wasm to be loaded.
//
// It may look like this: `await init('./pkg/without_a_bundler_bg.wasm');`,
// but there is also a handy default inside `init` function, which uses
// `import.meta` to locate the wasm file relatively to js file.
//
// Note that instead of a string you can also pass in any of the
// following things:
//
// * `WebAssembly.Module`
//
// * `ArrayBuffer`
//
// * `Response`
//
// * `Promise` which returns any of the above, e.g. `fetch("./path/to/wasm")`
//
// This gives you complete control over how the module is loaded
// and compiled.
//
// Also note that the promise, when resolved, yields the wasm module's
// exports which is the same as importing the `*_bg` module in other
// modes
await init();
// And afterwards we can use all the functionality defined in wasm.
const result = add(1, 2);
console.log(`1 + 2 = ${result}`);
if (result !== 3)
throw new Error("wasm addition doesn't work!");
}
run();
</script>
</body>
</html>

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use wasm_bindgen::prelude::*;
use rand::prelude::*;
use js_sys::Date;
use mapgen::dungeon::{
MapBuilder,
map::TileType,
cellular_automata::CellularAutomataGen,
starting_point::{AreaStartingPosition, XStart, YStart},
cull_unreachable::CullUnreachable,
distant_exit::DistantExit,
};
#[wasm_bindgen]
pub struct World {
width: u32,
height: u32,
tiles: Vec<bool>,
}
#[wasm_bindgen]
impl World {
pub fn new(width: u32, height: u32) -> World {
let seed = Date::new_0().get_time() as u64;
let mut rng = StdRng::seed_from_u64(seed);
let map = MapBuilder::new(Box::new(CellularAutomataGen::new(width as usize, height as usize)))
.with(AreaStartingPosition::new(XStart::CENTER, YStart::CENTER))
.with(CullUnreachable::new())
.with(DistantExit::new())
.build_map_with_rng(&mut rng);
let tiles = (0..map.tiles.len()).map(|i| map.tiles[i] == TileType::Floor).collect();
World {
width,
height,
tiles }
}
pub fn width(&self) -> u32 {
self.width
}
pub fn height(&self) -> u32 {
self.height
}
pub fn tiles(&self) -> *const bool {
self.tiles.as_ptr()
}
}
// Called when the wasm module is instantiated
// #[wasm_bindgen(start)]
// pub fn main() -> Result<(), JsValue> {
// Ok(())
// }

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use amethyst::{
assets::{AssetStorage, Loader},
core::{
math::{Point3, Vector3},
Transform, TransformBundle,
},
ecs::Entity,
input::{is_close_requested, is_key_down, InputBundle, StringBindings},
prelude::*,
renderer::{
camera::Camera,
formats::texture::ImageFormat,
sprite::{SpriteSheet, SpriteSheetFormat, SpriteSheetHandle},
types::DefaultBackend,
RenderFlat2D, RenderToWindow, RenderingBundle, Texture,
palette::Srgba,
},
tiles::{MortonEncoder, RenderTiles2D, Tile, TileMap},
utils::application_root_dir,
window::ScreenDimensions,
winit,
};
use mapgen::dungeon::{
MapBuilder,
map::{Map, Point, TileType},
cellular_automata::CellularAutomataGen,
starting_point::{AreaStartingPosition, XStart, YStart},
cull_unreachable::CullUnreachable,
distant_exit::DistantExit,
};
#[derive(Default, Clone)]
struct MapTiles ;
impl Tile for MapTiles {
fn sprite(&self, p: Point3<u32>, world: &World) -> Option<usize> {
let map = world.read_resource::<Map>();
let pos = Point::new(p.x as usize, p.y as usize);
if map.starting_point == Some(pos) {
Some(160)
} else if map.exit_point == Some(pos) {
Some(12)
} else if map.at(p.x as usize, p.y as usize) == TileType::Wall {
Some(140)
} else {
Some(19)
}
}
fn tint(&self, p: Point3<u32>, world: &World) -> Srgba {
let map = world.read_resource::<Map>();
let pos = Some(Point::new(p.x as usize, p.y as usize));
if map.starting_point == pos || map.exit_point == pos {
Srgba::new(1.0, 1.0, 0.0, 1.0)
} else {
Srgba::new(1.0, 1.0, 1.0, 1.0)
}
}
}
fn load_tiles_sprite_sheet(world: &mut World, png_path: &str, ron_path: &str) -> SpriteSheetHandle {
let texture_handle = {
let loader = world.read_resource::<Loader>();
let texture_storage = world.read_resource::<AssetStorage<Texture>>();
loader.load(png_path, ImageFormat::default(), (), &texture_storage)
};
let loader = world.read_resource::<Loader>();
let sprite_sheet_store = world.read_resource::<AssetStorage<SpriteSheet>>();
loader.load(
ron_path,
SpriteSheetFormat(texture_handle),
(),
&sprite_sheet_store,
)
}
fn init_camera(world: &mut World, transform: Transform, camera: Camera) -> Entity {
world
.create_entity()
.with(transform)
.with(camera)
.named("camera")
.build()
}
fn init_map(world: &mut World) {
let map = MapBuilder::new(Box::new(CellularAutomataGen::new(80, 50)))
.with(AreaStartingPosition::new(XStart::CENTER, YStart::CENTER))
.with(CullUnreachable::new())
.with(DistantExit::new())
.build_map();
world.insert(map);
}
struct PlayState;
impl SimpleState for PlayState {
fn on_start(&mut self, data: StateData<'_, GameData<'_, '_>>) {
let mut world = data.world;
// Create map
init_map(&mut world);
let map_sprite_sheet_handle =
load_tiles_sprite_sheet(world, "texture/basic.png", "texture/basic.ron");
let (width, height) = {
let dim = world.read_resource::<ScreenDimensions>();
(dim.width(), dim.height())
};
let _camera = init_camera(
world,
Transform::from(Vector3::new(-10.0, 10.0, 1.1)),
Camera::standard_2d(width, height),
);
let tile_map = TileMap::<MapTiles, MortonEncoder>::new(
Vector3::new(80, 50, 1),
Vector3::new(20, 20, 1),
Some(map_sprite_sheet_handle),
);
let _map_entity = world
.create_entity()
.with(tile_map)
.with(Transform::default())
.build();
}
fn handle_event(
&mut self,
data: StateData<'_, GameData<'_, '_>>,
event: StateEvent,
) -> SimpleTrans {
let StateData { .. } = data;
if let StateEvent::Window(event) = &event {
if is_close_requested(&event) || is_key_down(&event, winit::VirtualKeyCode::Escape) {
Trans::Quit
} else {
Trans::None
}
} else {
Trans::None
}
}
}
fn main() -> amethyst::Result<()> {
amethyst::Logger::from_config(Default::default())
.level_for("demo", log::LevelFilter::Warn)
.start();
let app_root = application_root_dir()?;
let assets_directory = app_root.join("assets");
let display_config_path = app_root.join("config/display.ron");
let game_data = GameDataBuilder::default()
.with_bundle(TransformBundle::new())?
.with_bundle(
InputBundle::<StringBindings>::new()
.with_bindings_from_file("config/input.ron")?,
)?
.with_bundle(
RenderingBundle::<DefaultBackend>::new()
.with_plugin(
RenderToWindow::from_config_path(display_config_path)?
.with_clear([0.0, 0.0, 0.0, 1.0]),
)
.with_plugin(RenderFlat2D::default())
.with_plugin(RenderTiles2D::<MapTiles, MortonEncoder>::default()),
)?;
let mut game = Application::build(assets_directory, PlayState)?.build(game_data)?;
game.run();
Ok(())
}

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pub fn set_panic_hook() {
// When the `console_error_panic_hook` feature is enabled, we can call the
// `set_panic_hook` function at least once during initialization, and then
// we will get better error messages if our code ever panics.
//
// For more details see
// https://github.com/rustwasm/console_error_panic_hook#readme
#[cfg(feature = "console_error_panic_hook")]
console_error_panic_hook::set_once();
}

1
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@ -0,0 +1 @@
Subproject commit 9ac3dff9ebea4675e5c478bcdcbc0fd547d1529f

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(window["webpackJsonp"] = window["webpackJsonp"] || []).push([[0],{
/***/ "../pkg/mapgen_demo.js":
/*!*****************************!*\
!*** ../pkg/mapgen_demo.js ***!
\*****************************/
/*! exports provided: World, __wbindgen_object_drop_ref, __wbg_getTime_29addd71c7089c47, __wbg_new0_a3af66503e735141, __wbindgen_throw */
/***/ (function(module, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony import */ var _mapgen_demo_bg_wasm__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./mapgen_demo_bg.wasm */ \"../pkg/mapgen_demo_bg.wasm\");\n/* harmony import */ var _mapgen_demo_bg_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./mapgen_demo_bg.js */ \"../pkg/mapgen_demo_bg.js\");\n/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, \"World\", function() { return _mapgen_demo_bg_js__WEBPACK_IMPORTED_MODULE_1__[\"World\"]; });\n\n/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_object_drop_ref\", function() { return _mapgen_demo_bg_js__WEBPACK_IMPORTED_MODULE_1__[\"__wbindgen_object_drop_ref\"]; });\n\n/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, \"__wbg_getTime_29addd71c7089c47\", function() { return _mapgen_demo_bg_js__WEBPACK_IMPORTED_MODULE_1__[\"__wbg_getTime_29addd71c7089c47\"]; });\n\n/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, \"__wbg_new0_a3af66503e735141\", function() { return _mapgen_demo_bg_js__WEBPACK_IMPORTED_MODULE_1__[\"__wbg_new0_a3af66503e735141\"]; });\n\n/* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_throw\", function() { return _mapgen_demo_bg_js__WEBPACK_IMPORTED_MODULE_1__[\"__wbindgen_throw\"]; });\n\n\n\n\n//# sourceURL=webpack:///../pkg/mapgen_demo.js?");
/***/ }),
/***/ "../pkg/mapgen_demo_bg.js":
/*!********************************!*\
!*** ../pkg/mapgen_demo_bg.js ***!
\********************************/
/*! exports provided: World, __wbindgen_object_drop_ref, __wbg_getTime_29addd71c7089c47, __wbg_new0_a3af66503e735141, __wbindgen_throw */
/***/ (function(module, __webpack_exports__, __webpack_require__) {
"use strict";
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/*!**********************************!*\
!*** ../pkg/mapgen_demo_bg.wasm ***!
\**********************************/
/*! exports provided: memory, __wbg_world_free, world_new, world_width, world_height, world_tiles */
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/***/ "./index.js":
/*!******************!*\
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eval("__webpack_require__.r(__webpack_exports__);\n/* harmony import */ var mapgen_demo__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mapgen-demo */ \"../pkg/mapgen_demo.js\");\n/* harmony import */ var mapgen_demo_mapgen_demo_bg__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! mapgen-demo/mapgen_demo_bg */ \"../pkg/mapgen_demo_bg.wasm\");\n\n\n\nconst CELL_SIZE = 12;\nconst GRID_COLOR = \"#CCCCCC\";\nconst DEAD_COLOR = \"#FFFFFF\";\nconst ALIVE_COLOR = \"#000000\";\n\nconst world = mapgen_demo__WEBPACK_IMPORTED_MODULE_0__[\"World\"].new(80, 50);\nconst width = world.width();\nconst height = world.height();\n\n// Give the canvas room for all of our cells and a 1px border\n// around each of them.\nconst canvas = document.getElementById(\"mapgen-canvas\");\ncanvas.height = (CELL_SIZE + 1) * height + 1;\ncanvas.width = (CELL_SIZE + 1) * width + 1;\n\nconst ctx = canvas.getContext('2d');\n\nconst renderLoop = () => {\n // universe.tick();\n\n drawGrid();\n drawCells();\n\n requestAnimationFrame(renderLoop);\n};\n\nconst drawGrid = () => {\n ctx.beginPath();\n ctx.strokeStyle = GRID_COLOR;\n\n // Vertical lines.\n for (let i = 0; i <= width; i++) {\n ctx.moveTo(i * (CELL_SIZE + 1) + 1, 0);\n ctx.lineTo(i * (CELL_SIZE + 1) + 1, (CELL_SIZE + 1) * height + 1);\n }\n\n // Horizontal lines.\n for (let j = 0; j <= height; j++) {\n ctx.moveTo(0, j * (CELL_SIZE + 1) + 1);\n ctx.lineTo((CELL_SIZE + 1) * width + 1, j * (CELL_SIZE + 1) + 1);\n }\n\n ctx.stroke();\n};\n\nconst getIndex = (row, column) => {\n return row * width + column;\n};\n\nconst drawCells = () => {\n const tilesPtr = world.tiles();\n const tiles = new Uint8Array(mapgen_demo_mapgen_demo_bg__WEBPACK_IMPORTED_MODULE_1__[\"memory\"].buffer, tilesPtr, width * height);\n\n ctx.beginPath();\n\n for (let row = 0; row < height; row++) {\n for (let col = 0; col < width; col++) {\n const idx = getIndex(row, col);\n\n ctx.fillStyle = tiles[idx]\n ? DEAD_COLOR\n : ALIVE_COLOR;\n\n ctx.fillRect(\n col * (CELL_SIZE + 1) + 1,\n row * (CELL_SIZE + 1) + 1,\n CELL_SIZE,\n CELL_SIZE\n );\n }\n }\n\n ctx.stroke();\n};\n\ndrawGrid();\ndrawCells();\nrequestAnimationFrame(renderLoop);\n\n//# sourceURL=webpack:///./index.js?");
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/*!*******************************************!*\
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/*! no static exports found */
/***/ (function(module, exports) {
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<head> <head>
<meta charset="utf-8"> <meta charset="utf-8">
<title>Mapgen demo</title> <title>Mapgen demo</title>
<style>
body {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
}
#fps {
white-space: pre;
font-family: monospace;
}
</style>
</head> </head>
<body> <body>
<h1>Map generator demo</h1> <h1>Mapgen demo</h1>
<button id="play-pause"></button> <canvas id="mapgen-canvas"></canvas>
<div id="fps"></div> <noscript>This page contains webassembly and javascript content, please enable javascript in your browser.</noscript>
<canvas id="demo-canvas"></canvas> <script src="./bootstrap.js"></script>
<script src='./index.js'></script>
</body> </body>
</html> </html>

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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();

View File

@ -53,17 +53,14 @@ pub trait MapModifier {
pub struct MapBuilder { pub struct MapBuilder {
generator: Box<dyn MapGenerator>, generator: Box<dyn MapGenerator>,
modifiers: Vec<Box<dyn MapModifier>>, modifiers: Vec<Box<dyn MapModifier>>,
rng: StdRng,
} }
impl MapBuilder { impl MapBuilder {
/// Create Map Builder with initial map generator /// Create Map Builder with initial map generator
pub fn new(generator : Box<dyn MapGenerator>) -> MapBuilder { pub fn new(generator : Box<dyn MapGenerator>) -> MapBuilder {
let system_time = SystemTime::now().duration_since(UNIX_EPOCH).expect("Can't access system time");
MapBuilder { MapBuilder {
generator, generator,
modifiers: Vec::new(), modifiers: Vec::new(),
rng: StdRng::seed_from_u64(system_time.as_secs())
} }
} }
@ -72,16 +69,25 @@ impl MapBuilder {
self self
} }
/// Build map using random number seeded with system time
pub fn build_map(&mut self) -> Map { pub fn build_map(&mut self) -> Map {
let mut map = self.generator.generate_map(&mut self.rng); let system_time = SystemTime::now().duration_since(UNIX_EPOCH).expect("Can't access system time");
let mut rng = StdRng::seed_from_u64(system_time.as_millis() as u64);
self.build_map_with_rng(&mut rng)
}
/// Build map using provided random number generator
pub fn build_map_with_rng(&mut self, rng: &mut StdRng) -> Map {
let mut map = self.generator.generate_map(rng);
// Build additional layers in turn // Build additional layers in turn
for modifier in self.modifiers.iter() { for modifier in self.modifiers.iter() {
map = modifier.modify_map(&mut self.rng, &map); map = modifier.modify_map(rng, &map);
} }
map map
} }
} }
/// ------------------------------------------------------------------------------------------------ /// ------------------------------------------------------------------------------------------------