drawing logic back into component
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@ -8,25 +8,14 @@ rules:
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confusion bewteen ruleset and rules.
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it's never clear if we refers to a rule or the whole (named) set
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*/
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import { createStore } from 'vuex'
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import {
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create1dState,
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create1dStateOneCell,
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create2dState,
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createBoard,
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conwayRules,
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evolve2d,
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} from "../modules/automata.js";
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import { getRandomInt, sleep } from "../modules/common.js";
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import { createStore } from "vuex";
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export const store = createStore({
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strict: process.env.NODE_ENV !== 'production',
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strict: process.env.NODE_ENV !== "production",
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state: {
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drawing: 0,
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rules1d: {
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name: "rule 73",
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rules:
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{
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rules: {
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111: 0,
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110: 1,
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101: 0,
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@ -35,15 +24,13 @@ export const store = createStore({
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"010": 0,
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"001": 0,
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"000": 1,
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}
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},
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},
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cellProperties: {
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size: 3,
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liveColor: "#000000",
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deadColor: "#F5F5F5",
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},
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canvas: null,
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ctx: null,
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canvasWidth: 0,
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canvasHeight: 0,
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boardWidth: 0,
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@ -53,10 +40,11 @@ export const store = createStore({
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activeMenu: "",
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drawingDirection: "y",
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lastBoard: {},
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isDrawing1d: false,
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},
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mutations: {
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update1dSingleRule(state, data) {
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state.rules1d.name = data.name
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state.rules1d.name = data.name;
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state.rules1d.rules[data.rule] = data.value;
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},
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update1dRules(state, data) {
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@ -65,9 +53,6 @@ export const store = createStore({
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setCellProperties(state, data) {
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state.cellProperties[data.name] = data.value;
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},
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setDrawingStatus(state, data) {
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state.drawing = data;
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},
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setCanvasWidth(state, data) {
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state.canvasWidth = data;
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},
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@ -90,18 +75,13 @@ export const store = createStore({
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state.lastBoard = data;
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},
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setCanvas(state, data) {
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state.canvas = data
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state.canvas = data;
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},
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setContext(state, data) {
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state.ctx = data
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state.ctx = data;
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},
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setBoardWidth(state) {
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const width = Math.floor(state.canvasWidth / state.cellProperties.size);
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state.boardWidth = width
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},
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setBoardHeight(state) {
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const height = Math.floor(state.canvasHeight / state.cellProperties.size);
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state.boardHeight = height
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setIsDrawing1d(state, data) {
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state.isDrawing1d = data;
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},
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},
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getters: {
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@ -115,9 +95,6 @@ export const store = createStore({
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// getter with side-effect. no work
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return state.rules1d;
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},
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isDrawing(state) {
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return state.drawing;
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},
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getCanvasWidth(state) {
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return state.canvasWidth;
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},
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@ -139,85 +116,18 @@ export const store = createStore({
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getLastBoard(state) {
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return state.lastBoard;
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},
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getIsDrawing1d(state) {
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return state.isDrawing1d;
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},
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},
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actions: {
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async drawCanvas({state}, board) {
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/** Draw the board on the canvas according to the
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cells' properties and drawing direction */
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const props = state.cellProperties
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board.map((row, y) => {
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const d = props.size;
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return row.map((cell, x) => {
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state.ctx.fillStyle = (() => {
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if (cell === 1) return props.liveColor;
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return props.deadColor;
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})();
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if (state.drawingDirection === "x")
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state.ctx.fillRect(y * d, x * d, d, d);
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else state.ctx.fillRect(x * d, y * d, d, d);
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return cell;
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});
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});
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},
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async compute1dInitialState({state}) {
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/**
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create the initial state for an elementary automaton based :
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- on the selected board dimensions
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- if we want to start from a single cell or several random ones
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*/
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if (state.initial1dState === "onecell")
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return create1dStateOneCell(state.canvasWidth);
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return create1dState(state.canvasWidth, getRandomInt, [0, 2]);
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},
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async draw1d({state, commit, dispatch}) {
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/** draw an elementary cellular automaton from an initial state and
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a set of rules */
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const initialState = await dispatch("compute1dInitialState")
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const board = createBoard(initialState, state.rules1d.rules, state.boardWidth);
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commit("setLastBoard", board);
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await dispatch("drawCanvas", board);
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},
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async draw2d({state, dispatch}, board) {
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/** draw a 2D cellular automaton from an initial state and
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a set of rules */
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if (this.drawing === 0) return;
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const draw2dNext = async (b) => {
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if (state.drawing === 0) return;
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const newBoard = evolve2d(b, conwayRules);
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dispatch("drawCanvas", b, this.cellProperties);
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await sleep(this.refreshRate);
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draw2dNext(newBoard);
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};
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return draw2dNext(board);
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},
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async draw2dNew({state, commit, dispatch}) {
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/** draw a 2d cellular automaton from a random initial state
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and a set of rules */
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const initialState = create2dState(
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state.boardWidth,
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state.boardHeight,
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getRandomInt,
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[0, 2]
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);
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const board = evolve2d(initialState, conwayRules);
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commit("setLastBoard", board);
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await dispatch("draw2d", board);
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},
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async draw2dLast({state, dispatch}) {
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/** draw a 2d cellular automaton from the latest known state
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of the board and a set of rules */
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await dispatch("draw2d", state.lastBoard);
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draw1d({ commit }) {
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commit("setIsDrawing1d", 1);
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},
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stop({ commit }) {
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/** stop currently running drawing routine */
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commit("setDrawingStatus", 0);
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commit("setIsDrawing1d");
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// commit("setIsDrawing2d")
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},
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reset({state, dispatch}) {
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/** stop currently running drawing routine and clear the board */
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dispatch("stop");
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state.ctx.clearRect(0, 0, state.canvasWidth, state.canvasHeight);
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}
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},
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modules: {},
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});
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