render picture : ratio and resizing to board
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@ -15,9 +15,9 @@
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create1dInitialState,
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create2dRandomGrid,
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} from "../modules/board.js";
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import { picToBoard } from "../modules/picture.js";
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const store = globalStore();
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const available2dRules = {
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conway: conwayRules,
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overpopulation: overpopulationRules,
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@ -149,12 +149,20 @@
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// draw 2d automaton from an uploaded picture.
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// use the picture representation as an initial state
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const draw2dPicture = () => {
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store.renderer.renderImage(store.picture);
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const newBoard = store.renderer.getResizedImageData(
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const draw2dPicture = async () => {
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store.renderer.renderImage(
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store.picture,
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store.board
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store.renderer.ctx,
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store.renderer.width,
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store.renderer.height
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);
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const resized = store.renderer.renderImage(
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store.picture,
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store.renderer.workCtx,
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store.board.width,
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store.board.height
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);
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const newBoard = picToBoard(resized.data, store.board);
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store.board.grid = Object.freeze(newBoard);
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};
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@ -1,215 +0,0 @@
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// handles negative index and index bigger than its array length
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function guard(index, arrayLength) {
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if (index > arrayLength - 1) return 0;
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if (index < 0) return arrayLength - 1;
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return index;
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}
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// get the next evolution of a 1D CA initial state
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function evolve1d(state, rules) {
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function getCell(index) {
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const safeIndex = guard(index, state.length);
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return state[safeIndex];
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}
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const newState = state.map((_, x) => {
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const cells = [getCell(x - 1), getCell(x), getCell(x + 1)];
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return rules[cells.join("")];
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});
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return newState.map(Number);
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}
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// create a 2D board from a 1D CA initial state
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// function createBoard(state, rules, height) {
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// function createBoardAcc(s, h, acc) {
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// if (h === 0) return acc;
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// const newState = evolve1d(s, rules);
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// const newAcc = acc.concat([s]);
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// return createBoardAcc(newState, h - 1, newAcc);
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// }
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// return createBoardAcc(state, height, []);
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// }
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// performance "choke point" in full imperative
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function createBoard(state, rules, max) {
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var board = [];
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let prevState = [];
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for (let i = 0; i < max; i++) {
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let nextState = [];
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// use the passed initial step during first iteration
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if (i == 0) {
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nextState = evolve1d(state, rules);
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} else {
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nextState = evolve1d(prevState, rules);
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}
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board = board.concat([nextState]);
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prevState = nextState;
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}
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return board;
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}
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// Find the neighbor of a given cell in a 2D CA board
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function getCellNeighbors(board, cellCoordinates) {
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const [x, y] = cellCoordinates;
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const rowLength = board[0].length; // caca?
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// handles board edges where the cell is missing neighbors
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function getCell(xx, yy) {
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const safeX = guard(xx, board.length);
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const safeY = guard(yy, rowLength.length);
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return board[safeX][safeY];
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}
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// the current cell is not included in the result
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return [
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getCell(x - 1, y - 1),
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getCell(x, y - 1),
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getCell(x + 1, y - 1),
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getCell(x - 1, y),
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getCell(x + 1, y),
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getCell(x - 1, y + 1),
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getCell(x, y + 1),
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getCell(x + 1, y - 1),
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];
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}
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// Sums the value of a cell's neighbors
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function getNeighborsSum(cells) {
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return cells.reduce((cell, acc) => cell + acc, 0);
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}
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// Get the next evolution of a cell according to
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// Conway's game of life rules
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function conwayRules(cell, neighbors) {
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// loneliness rule
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if (cell === 1 && neighbors < 2) return 0;
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// overpopulation rule
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if (cell === 1 && neighbors > 3) return 0;
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// born when three live neighbors rule
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if (cell === 0 && neighbors === 3) return 1;
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// the cell remains the same if none apply
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return cell;
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}
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// Get the next evolution of a cell according to
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// Conway's game of life rules
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function servietteRules(cell, neighbors) {
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// loneliness rule
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if (cell === 0 && [2, 3, 4].find((x) => x == neighbors)) return 1;
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// the cell remains the same if none apply
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return 0;
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}
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// variation of the game of life where a
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// cell comes to live if 6 neigbor cells are alive
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function highLifeRules(cell, neighbors) {
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// loneliness rule
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if (cell === 1 && neighbors < 2) return 0;
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// overpopulation rule
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if (cell === 1 && neighbors > 3) return 0;
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// born when three live neighbors rule
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if (cell === 0 && neighbors === 2) return 1;
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// highlife rules
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if ((cell === 0 && neighbors === 3) || neighbors === 6) return 1;
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// the cell remains the same if none apply
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return cell;
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}
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// variation on the game of life's rules,
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// where the "three live neighbors" rule is ignored
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function threebornRules(cell, neighbors) {
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// loneliness rule
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if (cell === 1 && neighbors < 2) return 0;
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// overpopulation rule
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if (cell === 1 && neighbors > 3) return 0;
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// born when three live neighbors rule
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return cell;
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}
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// variation on the game of life's rules,
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// where the loneliness rule is ignored
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function lonelinessRules(cell, neighbors) {
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// overpopulation rule
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if (cell === 1 && neighbors > 3) return 0;
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// born when three live neighbors rule
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if (cell === 0 && neighbors === 3) return 1;
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// the cell remains the same if none apply
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return cell;
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}
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// variation on the game of life's rules,
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// where the overpopulation rule is ignored
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function overpopulationRules(cell, neighbors) {
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// loneliness rule
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if (cell === 1 && neighbors < 2) return 0;
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// born when three live neighbors rule
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if (cell === 0 && neighbors === 3) return 1;
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// the cell remains the same if none apply
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return cell;
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}
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// get the next evolution of a 2D CA initial state
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// Rules : Moore neighborhood
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function evolve2d(board, rulesFn) {
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return board.map((row, x) =>
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row.map((cell, y) => {
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const neighbors = getCellNeighbors(board, [x, y]);
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const sum = getNeighborsSum(neighbors);
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return rulesFn(cell, sum);
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})
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);
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}
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function getDrawingValues(state, acc, cell) {
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const d = cell.dimension;
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return Object.keys(state).map((key) => {
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const fillStyle = (() => {
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if (state[key] === "1") return cell.liveColor;
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return cell.deadColor;
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})();
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return {
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move: [key * d, acc * d],
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fill: [key * d, acc * d, d, d],
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fillStyle,
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};
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});
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}
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// Populates the first state with a single living cell in the center
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function create1dStateOneCell(width) {
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return [...Array(width)].map((cell, index) => {
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if (index === Math.floor(width / 2)) return 1;
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return 0;
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});
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}
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// Populates the first state of a 1D CA with cells returned
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// by initFn
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function create1dState(width, initFn, args) {
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return [...Array(width)].map(() => initFn(...args));
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}
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// Populates the first state of a 2D CA with cells returned
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// by initFn
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function create2dState(width, height, initFn, args) {
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return [...Array(height)].map(() =>
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[...Array(width)].map(() => initFn(...args))
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);
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}
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export {
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getDrawingValues,
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create1dState,
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create2dState,
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createBoard,
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create1dStateOneCell,
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conwayRules,
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overpopulationRules,
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lonelinessRules,
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threebornRules,
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highLifeRules,
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servietteRules,
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evolve1d,
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evolve2d,
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};
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@ -69,3 +69,13 @@ export function boardToPic(board) {
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}, img.data);
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return img;
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}
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// https://stackoverflow.com/questions/3332237/image-resizing-algorithm
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export function scaleToTargetSize(w1, h1, w2, h2) {
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const sourceRatio = w1 / h1;
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const targetRatio = w2 / h2;
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if (sourceRatio > targetRatio) {
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return [w2, w2 / sourceRatio];
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}
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return [h2 * sourceRatio, h2];
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}
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@ -1,44 +1,40 @@
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import { boardToPic, picToBoard } from "./picture.js";
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import { boardToPic, scaleToTargetSize } from "./picture.js";
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function scaleAndApply(context, ratio, callback) {
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context.save();
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// rescale
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context.imageSmoothingEnabled = false;
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context.scale(ratio, ratio);
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// apply
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callback();
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context.restore();
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}
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// draws the board representation on the canvas
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async function render(board) {
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function render(board) {
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const d = board.cellProperties.size;
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// bool to RGBA colors
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const img = await boardToPic(board);
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this.ctx.save();
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// rescale
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const img = boardToPic(board);
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this.ctx.clearRect(0, 0, this.width, this.height);
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this.workCtx.putImageData(img, 0, 0);
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this.ctx.imageSmoothingEnabled = false;
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this.ctx.scale(d, d);
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// draw from work canvas
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this.ctx.drawImage(this.workCanvas, 0, 0, this.width, this.height);
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this.ctx.restore();
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scaleAndApply(this.ctx, d, () => {
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this.workCtx.putImageData(img, 0, 0);
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this.ctx.drawImage(this.workCanvas, 0, 0, this.width, this.height);
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});
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}
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// draw image on canvas
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function renderImage(image) {
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this.ctx.fillStyle = "black";
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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this.ctx.drawImage(
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function renderImage(image, ctx, tw, th) {
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ctx.fillStyle = "black";
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ctx.fillRect(0, 0, tw, th);
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const dimensions = scaleToTargetSize(image.width, image.height, tw, th);
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ctx.drawImage(
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image,
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Math.floor((this.canvas.width - image.width) / 2),
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Math.floor((this.canvas.height - image.height) / 2),
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image.width,
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image.height
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Math.floor((tw - dimensions[0]) / 2),
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Math.floor((th - dimensions[1]) / 2),
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dimensions[0],
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dimensions[1]
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);
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}
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// resize image to board dimensions
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function getResizedImageData(image, board) {
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// draw the image on the work canvas with the dimensions of the board
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this.workCtx.drawImage(image, 0, 0, board.width, board.height);
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// get the resized image data from work canvas
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const resized = this.workCtx.getImageData(0, 0, board.width, board.height);
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// convert the image into a 2D board of boolean based on pixel value
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return picToBoard(resized.data, board);
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return ctx.getImageData(0, 0, tw, th);
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}
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function resize(width, height) {
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@ -63,7 +59,6 @@ function Renderer() {
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this.ctx = null;
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this.refreshRate = 300;
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this.render = render;
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this.getResizedImageData = getResizedImageData;
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this.renderImage = renderImage;
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this.reset = reset;
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this.resize = resize;
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