drawing logic back into component
This commit is contained in:
parent
d0802d850b
commit
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15
.eslintrc.js
15
.eslintrc.js
@ -14,13 +14,12 @@ module.exports = {
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rules: {
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rules: {
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// override/add rules settings here, such as:
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// override/add rules settings here, such as:
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// 'vue/no-unused-vars': 'error'
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// 'vue/no-unused-vars': 'error'
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'vue/match-component-import-name': 'warn',
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"vue/match-component-import-name": "warn",
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'vue/no-ref-object-destructure': 'warn',
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"vue/no-ref-object-destructure": "warn",
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'vue/no-required-prop-with-default': 'warn',
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"vue/no-required-prop-with-default": "warn",
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'vue/no-restricted-class': 'warn',
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"vue/no-restricted-class": "warn",
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'vue/no-template-target-blank' : 'warn',
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"vue/no-template-target-blank": "warn",
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'vue/no-this-in-before-route-enter' : 'warn',
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"vue/no-this-in-before-route-enter": "warn",
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'vue/prefer-prop-type-boolean-first' : 'warn',
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"vue/prefer-prop-type-boolean-first": "warn",
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},
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},
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};
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};
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@ -5,47 +5,130 @@
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ref="canvas-board"
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ref="canvas-board"
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:width="canvasWidth"
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:width="canvasWidth"
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:height="canvasHeight"
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:height="canvasHeight"
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>
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/>
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</canvas>
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</main>
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</main>
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</template>
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</template>
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<script>
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<script>
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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 { mapGetters } from "vuex";
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import { mapGetters } from "vuex";
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export default {
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export default {
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name: "CanvasBoard",
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name: "CanvasBoard",
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data() {
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return {
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canvas: null,
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ctx: null,
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drawing: 0,
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};
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},
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computed: {
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computed: {
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...mapGetters({
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...mapGetters({
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cellProperties: "getCellProperties",
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rules: "get1dRules",
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canvasWidth: "getCanvasWidth",
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canvasWidth: "getCanvasWidth",
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canvasHeight: "getCanvasHeight",
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canvasHeight: "getCanvasHeight",
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refreshRate: "getRefreshRate",
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initial1dState: "getInitial1dState",
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drawingDirection: "getDrawingDirection",
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lastBoard: "getLastBoard",
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isDrawing1d: "getIsDrawing1d",
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}),
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}),
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boardWidth: function () {
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return Math.floor(this.canvasWidth / this.cellProperties.size);
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},
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boardHeight: function () {
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return Math.floor(this.canvasHeight / this.cellProperties.size);
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},
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},
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watch: {
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isDrawing1d(value) {
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if (value == true) {
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this.draw1d();
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}
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},
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},
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},
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mounted() {
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mounted() {
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const canvas = document.getElementById("canvas-board")
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this.canvas = Object.freeze(document.getElementById("canvas-board"));
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const ctx = canvas.getContext("2d");
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this.ctx = this.canvas.getContext("2d");
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this.$store.commit(
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this.$store.commit("setCanvasWidth", this.canvas.parentElement.clientWidth);
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"setCanvas",
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canvas
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)
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this.$store.commit(
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"setContext",
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ctx
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)
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this.$store.commit(
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"setCanvasWidth",
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canvas.parentElement.clientWidth
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);
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this.$store.commit(
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this.$store.commit(
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"setCanvasHeight",
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"setCanvasHeight",
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canvas.parentElement.clientHeight
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this.canvas.parentElement.clientHeight
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);
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);
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this.$store.commit(
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},
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"setBoardWidth",
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methods: {
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canvas.parentElement.clientWidth
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drawCanvas(board) {
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const props = this.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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this.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 (this.drawingDirection === "x")
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this.ctx.fillRect(y * d, x * d, d, d);
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else this.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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compute1dInitialState() {
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if (this.initial1dState === "onecell")
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return create1dStateOneCell(this.boardWidth);
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return create1dState(this.boardWidth, getRandomInt, [0, 2]);
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},
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async draw1d() {
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const initialState = this.compute1dInitialState();
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const board = createBoard(
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initialState,
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this.rules.rules,
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this.boardWidth
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);
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);
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this.$store.commit(
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this.$store.commit("setLastBoard", Object.freeze(board));
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"setBoardHeight",
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this.drawCanvas(board);
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canvas.parentElement.clientHeight
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this.$store.dispatch("stop");
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},
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async draw2d(board) {
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if (this.drawing === 0) return;
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const draw2dNext = async (b) => {
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if (this.drawing === 0) return;
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const newBoard = evolve2d(b, conwayRules);
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this.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() {
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const initialState = create2dState(
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this.boardWidth,
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this.boardHeight,
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getRandomInt,
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[0, 2]
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);
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);
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const board = evolve2d(initialState, conwayRules);
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this.$store.commit("setLastBoard", board);
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this.draw2d(board);
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},
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async draw2dLast() {
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this.draw2d(this.lastBoard);
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},
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stop() {
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this.$store.commit("setDrawingStatus", 0);
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},
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reset() {
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this.stop();
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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},
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},
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},
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};
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};
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</script>
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</script>
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@ -11,7 +11,8 @@
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@input="updateInitialState"
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@input="updateInitialState"
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>
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>
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<option
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<option
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v-for="state in initialStates"
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v-for="(state, index) in initialStates"
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:key="'initial-state-elementary' + index"
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:value="state.id"
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:value="state.id"
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>
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>
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{{ state.name }}
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{{ state.name }}
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@ -32,7 +33,8 @@
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@input="updateRules"
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@input="updateRules"
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>
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>
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<option
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<option
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v-for="ruleset in presetRules"
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v-for="(ruleset, index) in presetRules"
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:key="'ruleset-preset-elementary-' + index"
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:value="ruleset.name"
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:value="ruleset.name"
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>
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>
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{{ ruleset.name }}
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{{ ruleset.name }}
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@ -44,7 +46,8 @@
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<a style="cursor: pointer" @click="copyRules">copy rules</a>
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<a style="cursor: pointer" @click="copyRules">copy rules</a>
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</div>
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</div>
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<div
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<div
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v-for="(rule, name) in rules.rules"
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v-for="(rule, name, index) in rules.rules"
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:key="'rule-' + index"
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class="form-field"
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class="form-field"
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>
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>
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<label
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<label
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@ -95,7 +98,7 @@
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"010": 0,
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"010": 0,
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"001": 0,
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"001": 0,
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"000": 1,
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"000": 1,
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}
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},
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},
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},
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{
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{
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name: "rule 86",
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name: "rule 86",
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@ -161,7 +164,7 @@
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"001": 1,
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"001": 1,
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"000": 1,
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"000": 1,
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},
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},
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}
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},
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],
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],
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initialStates: [
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initialStates: [
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{
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{
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@ -211,10 +214,10 @@
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// TODO : change this, awfully confusing
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// TODO : change this, awfully confusing
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const elem = event.target;
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const elem = event.target;
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const name = elem.value;
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const name = elem.value;
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const rules = this.presetRules.find(
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const rules = this.presetRules.find((ruleset) => {
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(ruleset) => { return ruleset.name === name }
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return ruleset.name === name;
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)
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});
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Object.keys(rules.rules).map((value, index) => {
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Object.keys(rules.rules).map((value) => {
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const data = { name: name, rule: value, value: rules.rules[value] };
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const data = { name: name, rule: value, value: rules.rules[value] };
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this.$store.commit("update1dSingleRule", data);
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this.$store.commit("update1dSingleRule", data);
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});
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});
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@ -224,7 +227,7 @@
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this.$store.commit("setInitial1dState", elem.value);
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this.$store.commit("setInitial1dState", elem.value);
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},
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},
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draw1d() {
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draw1d() {
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this.$store.commit("setDrawingStatus", 1);
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/* this.$store.commit("setDrawingStatus", 1); */
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this.$store.dispatch("draw1d");
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this.$store.dispatch("draw1d");
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},
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},
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reset() {
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reset() {
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12
src/main.js
12
src/main.js
@ -1,13 +1,9 @@
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import { createApp } from 'vue'
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import { createApp } from "vue";
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import App from "./App.vue";
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import App from "./App.vue";
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import { store } from "./store";
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import { store } from "./store";
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const gobalsProperties = {'canvas': null};
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const app = createApp(App);
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const app = createApp(App)
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app.use(store);
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app.provide('gobalsProperties', gobalsProperties)
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app.mount("#app");
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app.use(store)
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app.mount('#app')
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@ -8,25 +8,14 @@ rules:
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confusion bewteen ruleset and 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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it's never clear if we refers to a rule or the whole (named) set
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*/
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*/
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import { createStore } from 'vuex'
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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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export const store = createStore({
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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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state: {
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drawing: 0,
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rules1d: {
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rules1d: {
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name: "rule 73",
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name: "rule 73",
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rules:
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rules: {
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{
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111: 0,
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111: 0,
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110: 1,
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110: 1,
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101: 0,
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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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"010": 0,
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"001": 0,
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"001": 0,
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"000": 1,
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"000": 1,
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}
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},
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},
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},
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cellProperties: {
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cellProperties: {
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size: 3,
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size: 3,
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liveColor: "#000000",
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liveColor: "#000000",
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deadColor: "#F5F5F5",
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deadColor: "#F5F5F5",
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},
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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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canvasWidth: 0,
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canvasHeight: 0,
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canvasHeight: 0,
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boardWidth: 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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activeMenu: "",
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drawingDirection: "y",
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drawingDirection: "y",
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lastBoard: {},
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lastBoard: {},
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isDrawing1d: false,
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},
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},
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mutations: {
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mutations: {
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update1dSingleRule(state, data) {
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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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state.rules1d.rules[data.rule] = data.value;
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},
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},
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update1dRules(state, data) {
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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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setCellProperties(state, data) {
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state.cellProperties[data.name] = data.value;
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state.cellProperties[data.name] = data.value;
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},
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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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setCanvasWidth(state, data) {
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state.canvasWidth = data;
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state.canvasWidth = data;
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},
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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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state.lastBoard = data;
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},
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},
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setCanvas(state, data) {
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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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},
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setContext(state, data) {
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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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},
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setBoardWidth(state) {
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setIsDrawing1d(state, data) {
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const width = Math.floor(state.canvasWidth / state.cellProperties.size);
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state.isDrawing1d = data;
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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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},
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},
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},
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},
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getters: {
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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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// getter with side-effect. no work
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return state.rules1d;
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return state.rules1d;
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},
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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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getCanvasWidth(state) {
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return state.canvasWidth;
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return state.canvasWidth;
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},
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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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getLastBoard(state) {
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return state.lastBoard;
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return state.lastBoard;
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},
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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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},
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actions: {
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actions: {
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async drawCanvas({state}, board) {
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draw1d({ commit }) {
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/** Draw the board on the canvas according to the
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commit("setIsDrawing1d", 1);
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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;
|
|
||||||
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({ commit }) {
|
||||||
/** stop currently running drawing routine */
|
commit("setIsDrawing1d");
|
||||||
commit("setDrawingStatus", 0);
|
// 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: {},
|
modules: {},
|
||||||
});
|
});
|
||||||
|
Loading…
Reference in New Issue
Block a user