wip moved canvas routine in store. it's awful
This commit is contained in:
@ -1,25 +1,53 @@
|
||||
/* TODO: terminology is to be changed for :
|
||||
canvas/board :
|
||||
currently, the canvas object is named board,
|
||||
while the structure used to store automata current state is named "board" as well. This is confusing
|
||||
drawing board could be enough to lift any ambiguity
|
||||
|
||||
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";
|
||||
|
||||
export const store = createStore({
|
||||
strict: process.env.NODE_ENV !== 'production',
|
||||
state: {
|
||||
drawing: 0,
|
||||
rules1d: {
|
||||
111: 0,
|
||||
110: 1,
|
||||
101: 0,
|
||||
100: 0,
|
||||
"011": 1,
|
||||
"010": 0,
|
||||
"001": 0,
|
||||
"000": 1,
|
||||
name: "rule 73",
|
||||
rules:
|
||||
{
|
||||
111: 0,
|
||||
110: 1,
|
||||
101: 0,
|
||||
100: 0,
|
||||
"011": 1,
|
||||
"010": 0,
|
||||
"001": 0,
|
||||
"000": 1,
|
||||
}
|
||||
},
|
||||
cellProperties: {
|
||||
size: 3,
|
||||
liveColor: "#000000",
|
||||
deadColor: "#F5F5F5",
|
||||
},
|
||||
canvas: null,
|
||||
ctx: null,
|
||||
canvasWidth: 0,
|
||||
canvasHeight: 0,
|
||||
boardWidth: 0,
|
||||
boardHeight: 0,
|
||||
refreshRate: 300,
|
||||
initial1dState: "onecell",
|
||||
activeMenu: "",
|
||||
@ -28,7 +56,8 @@ export const store = createStore({
|
||||
},
|
||||
mutations: {
|
||||
update1dSingleRule(state, data) {
|
||||
state.rules1d[data.rule] = data.value;
|
||||
state.rules1d.name = data.name
|
||||
state.rules1d.rules[data.rule] = data.value;
|
||||
},
|
||||
update1dRules(state, data) {
|
||||
state.rules1d = data;
|
||||
@ -60,6 +89,20 @@ export const store = createStore({
|
||||
setLastBoard(state, data) {
|
||||
state.lastBoard = data;
|
||||
},
|
||||
setCanvas(state, data) {
|
||||
state.canvas = data
|
||||
},
|
||||
setContext(state, 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
|
||||
},
|
||||
},
|
||||
getters: {
|
||||
getCellProperties(state) {
|
||||
@ -69,7 +112,8 @@ export const store = createStore({
|
||||
return state.rules1d;
|
||||
},
|
||||
getRule1d(state) {
|
||||
return (rule) => state.rules1d[rule];
|
||||
// getter with side-effect. no work
|
||||
return state.rules1d;
|
||||
},
|
||||
isDrawing(state) {
|
||||
return state.drawing;
|
||||
@ -96,6 +140,84 @@ export const store = createStore({
|
||||
return state.lastBoard;
|
||||
},
|
||||
},
|
||||
actions: {},
|
||||
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);
|
||||
},
|
||||
stop({ commit }) {
|
||||
/** stop currently running drawing routine */
|
||||
commit("setDrawingStatus", 0);
|
||||
},
|
||||
reset({state, dispatch}) {
|
||||
/** stop currently running drawing routine and clear the board */
|
||||
dispatch("stop");
|
||||
state.ctx.clearRect(0, 0, state.canvasWidth, state.canvasHeight);
|
||||
}
|
||||
},
|
||||
modules: {},
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user