First working version
This commit is contained in:
parent
dbf765dff4
commit
a0b32a783b
3
.gitignore
vendored
3
.gitignore
vendored
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/demo/target
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Cargo.lock
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.vscode/
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pkg/
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pkg/
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package-lock.json
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@ -4,6 +4,8 @@
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```
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wasm-pack build
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cd www
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npm run build
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```
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This app uses:
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72
docs/0.bootstrap.js
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docs/0.bootstrap.js
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315
docs/bootstrap.js
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315
docs/bootstrap.js
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/******/ }
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/******/ };
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/******/ },
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/******/ };
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/******/
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/******/ // The require function
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/******/ function __webpack_require__(moduleId) {
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/******/ }
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/************************************************************************/
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/******/ ({
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/***/ "./bootstrap.js":
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/*!**********************!*\
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!*** ./bootstrap.js ***!
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\**********************/
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/*! no static exports found */
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/***/ (function(module, exports, __webpack_require__) {
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eval("// A dependency graph that contains any wasm must all be imported\n// asynchronously. This `bootstrap.js` file does the single async import, so\n// that no one else needs to worry about it again.\n__webpack_require__.e(/*! import() */ 0).then(__webpack_require__.bind(null, /*! ./index.js */ \"./index.js\"))\n .catch(e => console.error(\"Error importing `index.js`:\", e));\n\n\n//# sourceURL=webpack:///./bootstrap.js?");
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/***/ })
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/******/ });
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BIN
docs/f138b06b088ae74c6a29.module.wasm
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docs/f138b06b088ae74c6a29.module.wasm
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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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<title>Hello wasm-pack!</title>
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</head>
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<body>
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<h1>Map generator demo</h1>
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<button id="play-pause"></button>
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<div id="fps"></div>
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<canvas id="demo-canvas"></canvas>
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<script src='./index.js'></script>
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<noscript>This page contains webassembly and javascript content, please enable javascript in your browser.</noscript>
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<script src="./bootstrap.js"></script>
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</body>
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</html>
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199
docs/index.js
199
docs/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
|
||||
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();
|
Loading…
Reference in New Issue
Block a user