refactore draw_tile
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6d25e17e44
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d6b7c29736
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@ -5,6 +5,7 @@ const CELL_SIZE = 15;
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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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const TILE_SIZE = 39;
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var world = null;
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const width = 80;
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@ -63,37 +64,16 @@ function newRandomGen() {
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const renderLoop = () => {
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// universe.tick();
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// drawGrid();
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drawCells();
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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 is_inner_wall = (tiles, col, row) => {
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for (let c = Math.max(col-1, 0); c < Math.min(col+2, width); c++) {
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for (let r = Math.max(row-1, 0); r < Math.min(row+2, height); r++) {
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if ((c != col || r != row) && tiles[getIndex(r, c)] == Cell.Floor) {
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@ -105,23 +85,13 @@ const is_inner_wall = (tiles, col, row) => {
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return true;
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}
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const drawCells = () => {
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const tilesPtr = world.tiles();
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const tiles = new Uint8Array(memory.buffer, tilesPtr, width * height);
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const tile_size = 39;
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ctx.beginPath();
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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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const draw_tile = (ctx, row, col, tile_type) => {
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var tile_x = 0;
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var tile_y = 0;
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if (tiles[idx] == Cell.Floor) {
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if (tile_type == "floor") {
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tile_x = 3;
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tile_y = 2;
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} else if (is_inner_wall(tiles, col, row)){
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} else if (tile_type == "inner_wall") {
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tile_x = 18;
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tile_y = 0;
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} else {
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@ -130,14 +100,33 @@ const drawCells = () => {
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}
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ctx.drawImage(
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tiles_image,
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tile_x * tile_size+3,
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tile_y * tile_size+3,
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tile_size-3,
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tile_size-3,
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tile_x * TILE_SIZE + 3,
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tile_y * TILE_SIZE + 3,
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TILE_SIZE - 3,
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TILE_SIZE - 3,
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col * CELL_SIZE,
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row * CELL_SIZE,
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CELL_SIZE,
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CELL_SIZE);
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}
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const drawCells = () => {
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const tilesPtr = world.tiles();
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const tiles = new Uint8Array(memory.buffer, tilesPtr, width * height);
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ctx.beginPath();
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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 (tiles[idx] == Cell.Floor) {
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draw_tile(ctx, row, col, "floor");
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} else if (is_inner_wall(tiles, col, row)){
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draw_tile(ctx, row, col, "inner-wall");
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} else {
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draw_tile(ctx, row, col, "wall");
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}
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}
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}
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