lab 4
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import init, { Cell, Universe } from "./pkg/game_of_life.js";
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const CELL_SIZE = 10; // 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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const { memory } = await init();
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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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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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const getIndex = (row, column) => row * width + column;
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const drawGrid = () => {
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ctx.beginPath();
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ctx.strokeStyle = GRID_COLOR;
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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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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 drawCells = () => {
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const cellsPtr = universe.cells();
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const cells = new Uint8Array(memory.buffer, cellsPtr, 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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ctx.fillStyle = cells[idx] === Cell.Dead ? DEAD_COLOR : ALIVE_COLOR;
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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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let animationId = null;
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const isPaused = () => animationId === null;
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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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animationId = requestAnimationFrame(renderLoop);
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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", () => {
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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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const clearButton = document.getElementById("clear");
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clearButton.addEventListener("click", () => {
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universe.clear();
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drawGrid();
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drawCells();
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});
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const cellAtEvent = (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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return [row, col];
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};
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// Bresenham's line algorithm, so fast drags don't leave gaps between cells.
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const forEachCellOnLine = (row0, col0, row1, col1, callback) => {
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let row = row0;
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let col = col0;
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const dRow = Math.abs(row1 - row0);
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const dCol = Math.abs(col1 - col0);
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const stepRow = row1 > row0 ? 1 : -1;
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const stepCol = col1 > col0 ? 1 : -1;
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let err = dRow - dCol;
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while (true) {
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callback(row, col);
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if (row === row1 && col === col1) {
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break;
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}
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const err2 = err * 2;
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if (err2 > -dCol) {
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err -= dCol;
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row += stepRow;
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}
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if (err2 < dRow) {
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err += dRow;
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col += stepCol;
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}
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}
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};
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let isDrawing = false;
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let lastCell = null;
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canvas.addEventListener("mousedown", (event) => {
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const [row, col] = cellAtEvent(event);
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isDrawing = true;
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lastCell = [row, col];
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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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canvas.addEventListener("mousemove", (event) => {
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if (!isDrawing) {
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return;
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}
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const [row, col] = cellAtEvent(event);
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if (row === lastCell[0] && col === lastCell[1]) {
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return;
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}
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forEachCellOnLine(lastCell[0], lastCell[1], row, col, (r, c) => {
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universe.set_alive(r, c);
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});
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lastCell = [row, col];
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drawGrid();
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drawCells();
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});
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const stopDrawing = () => {
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isDrawing = false;
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lastCell = null;
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};
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window.addEventListener("mouseup", stopDrawing);
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canvas.addEventListener("mouseleave", stopDrawing);
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drawGrid();
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drawCells();
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play();
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