drawing logic back into component

This commit is contained in:
2022-12-01 20:37:03 +01:00
parent 373b49cc6b
commit 0276a4973e
6 changed files with 286 additions and 295 deletions

View File

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