wip moved canvas routine in store. it's awful
This commit is contained in:
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@ -3,20 +3,20 @@
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<h1 id="main-title">Cellular Automata Explorer</h1>
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<div id="container">
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<MainMenu />
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<Board />
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<CanvasBoard />
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</div>
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</div>
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</template>
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<script>
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import MainMenu from "./components/MainMenu.vue";
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import Board from "./components/Board.vue";
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import CanvasBoard from "./components/CanvasBoard.vue";
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export default {
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name: "App",
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components: {
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MainMenu,
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Board,
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CanvasBoard,
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},
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};
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</script>
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0
src/assets/main.css
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0
src/assets/main.css
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@ -1,128 +0,0 @@
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<template>
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<main id="mainContent">
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<canvas
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id="canvas-board"
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ref="canvas-board"
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:width="canvasWidth"
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:height="canvasHeight"
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>
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</canvas>
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</main>
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</template>
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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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export default {
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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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};
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},
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computed: {
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...mapGetters({
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cellProperties: "getCellProperties",
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rules: "get1dRules",
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drawing: "isDrawing",
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canvasWidth: "getCanvasWidth",
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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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}),
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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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mounted() {
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this.canvas = document.getElementById("canvas-board")
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this.ctx = this.canvas.getContext("2d");
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this.$store.commit("setCanvasWidth", this.canvas.parentElement.clientWidth);
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this.$store.commit(
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"setCanvasHeight",
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this.canvas.parentElement.clientHeight
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);
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},
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methods: {
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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(initialState, this.rules, this.boardWidth);
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this.$store.commit("setLastBoard", board);
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this.drawCanvas(board);
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},
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async draw2d(board) {
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if (this.drawing === 0) return;
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const draw2dNext = async (b) => {
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if (this.drawing === 0) return;
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const newBoard = evolve2d(b, conwayRules);
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this.drawCanvas(b, this.cellProperties);
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await sleep(this.refreshRate);
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draw2dNext(newBoard);
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};
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return draw2dNext(board);
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},
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async draw2dNew() {
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const initialState = create2dState(
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this.boardWidth,
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this.boardHeight,
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getRandomInt,
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[0, 2]
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);
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const board = evolve2d(initialState, conwayRules);
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this.$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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console.log(this.lastBoard);
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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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</script>
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<style>
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#mainContent {
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min-width: 70%;
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}
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</style>
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56
src/components/CanvasBoard.vue
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56
src/components/CanvasBoard.vue
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@ -0,0 +1,56 @@
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<template>
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<main id="mainContent">
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<canvas
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id="canvas-board"
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ref="canvas-board"
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:width="canvasWidth"
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:height="canvasHeight"
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>
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</canvas>
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</main>
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</template>
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<script>
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import { mapGetters } from "vuex";
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export default {
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name: "CanvasBoard",
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computed: {
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...mapGetters({
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canvasWidth: "getCanvasWidth",
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canvasHeight: "getCanvasHeight",
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}),
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},
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mounted() {
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const canvas = document.getElementById("canvas-board")
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const ctx = canvas.getContext("2d");
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this.$store.commit(
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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.$store.commit(
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"setCanvasHeight",
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canvas.parentElement.clientHeight
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);
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this.$store.commit(
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"setBoardWidth",
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canvas.parentElement.clientWidth
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);
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this.$store.commit(
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"setBoardHeight",
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canvas.parentElement.clientHeight
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);
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},
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};
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</script>
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<style>
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#mainContent {
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min-width: 70%;
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}
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</style>
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<MenuRow row-title="Elementary Cellular Automata">
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<form>
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<div class="form-field">
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<label
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>Initial state presets
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<label>
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Initial state presets
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<br />
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<select
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name="initial1dStates"
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value="initial1dStates"
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@input="updateInitial1dState"
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name="initialStates"
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:value="initialState"
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@input="updateInitialState"
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>
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<option
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v-for="state in initial1dStates"
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:key="'preset1d' + state.id"
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v-for="state in initialStates"
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:value="state.id"
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>
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{{ state.name }}
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@ -27,23 +26,25 @@
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<label
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>Rules presets
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<br />
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<select name="rules1d" value="rules" @input="update1dRules">
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<option
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v-for="(rule, name) in presetRules"
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:key="'rule1d' + name"
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:value="name"
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<select
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name="ruleset-elementary"
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:value="rules.name"
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@input="updateRules"
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>
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{{ name }}
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<option
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v-for="ruleset in presetRules"
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:value="ruleset.name"
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>
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{{ ruleset.name }}
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</option>
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</select>
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</label>
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</div>
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<div class="form-field">
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<a style="cursor: pointer" @click="copy1dRules">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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v-for="(rule, name) in rules"
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:key="'rule1d' + name"
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v-for="(rule, name) in rules.rules"
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class="form-field"
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>
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<label
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@ -53,7 +54,7 @@
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type="checkbox"
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:name="name"
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:checked="rule"
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@input="update1dSingleRule"
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@input="updateSingleRule"
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/>
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</label>
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</div>
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</template>
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<script>
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import { mapGetters } from "vuex";
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import MenuRow from "./MenuRow.vue";
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export default {
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import { mapGetters } from "vuex";
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import MenuRow from "./MenuRow.vue";
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export default {
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name: "MenuElementaryCA",
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components: {
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MenuRow,
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data() {
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// TODO: Why not a getter in the store?
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return {
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presetRules: {
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"rule 73": {
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presetRules: [
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{
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name: "rule 73",
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rules: {
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100: 0,
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101: 0,
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110: 1,
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@ -92,8 +95,11 @@ export default {
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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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"rule 86": {
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{
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name: "rule 86",
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rules:{
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100: 1,
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101: 0,
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110: 0,
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@ -103,7 +109,10 @@ export default {
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"001": 0,
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"000": 1,
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},
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"rule 90": {
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},
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{
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name: "rule 90",
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rules: {
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100: 1,
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101: 0,
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110: 1,
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@ -113,7 +122,10 @@ export default {
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"001": 1,
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"000": 0,
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},
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"rule 45?": {
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},
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{
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name: "rule 45?",
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rules: {
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100: 0,
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101: 0,
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110: 1,
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@ -123,7 +135,10 @@ export default {
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"001": 1,
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"000": 1,
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},
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"rule 54?": {
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},
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{
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name: "rule 54?",
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rules: {
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100: 1,
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101: 0,
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110: 1,
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@ -133,7 +148,10 @@ export default {
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"001": 1,
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"000": 0,
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},
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"unknown rule": {
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},
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{
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name: "unknown rule",
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rules: {
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100: 0,
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101: 0,
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110: 0,
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@ -143,8 +161,9 @@ export default {
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"001": 1,
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"000": 1,
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},
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},
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initial1dStates: [
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}
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],
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initialStates: [
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{
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id: "onecell",
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name: "One cell at center",
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@ -160,7 +179,7 @@ export default {
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},
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computed: {
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...mapGetters({
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initial1dState: "getInitial1dState",
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initialState: "getInitial1dState",
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rules: "get1dRules",
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}),
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rules1dFileName() {
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@ -174,7 +193,7 @@ export default {
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},
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},
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methods: {
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copy1dRules() {
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copyRules() {
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const rules = JSON.stringify(this.rules);
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navigator.clipboard.writeText(rules);
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},
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@ -182,40 +201,43 @@ export default {
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const elem = event.target;
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return this.initialState === elem.value;
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},
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update1dSingleRule(event) {
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updateSingleRule(event) {
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const elem = event.target;
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const value = elem.checked ? 1 : 0;
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const data = { rule: elem.name, value: value };
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this.$store.commit("update1dSingleRule", data);
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},
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update1dRules(event) {
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updateRules(event) {
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// TODO : change this, awfully confusing
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const elem = event.target;
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const name = elem.value;
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const rules = this.presetRules[name];
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Object.keys(rules).map((index) => {
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const data = { rule: index, value: rules[index] };
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const rules = this.presetRules.find(
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(ruleset) => { return ruleset.name === name }
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)
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Object.keys(rules.rules).map((value, index) => {
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const data = { name: name, rule: value, value: rules.rules[value] };
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this.$store.commit("update1dSingleRule", data);
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});
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},
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updateInitial1dState(event) {
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updateInitialState(event) {
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const elem = event.target;
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this.$store.commit("setInitial1dState", elem.value);
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},
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draw1d() {
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this.$root.$store.state.drawing = 1;
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this.$root.$emit("draw1d");
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this.$store.commit("setDrawingStatus", 1);
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this.$store.dispatch("draw1d");
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},
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reset() {
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this.$root.$emit("reset");
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this.$store.dispatch("reset");
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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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<style>
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.menu-row a {
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.menu-row a {
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color: white;
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font-weight: bold;
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text-decoration: none;
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font-size: small;
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}
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}
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</style>
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|
@ -2,8 +2,12 @@ import { createApp } from 'vue'
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import App from "./App.vue";
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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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app.provide('gobalsProperties', gobalsProperties)
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app.use(store)
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app.mount('#app')
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|
@ -1,9 +1,32 @@
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/* TODO: terminology is to be changed for :
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canvas/board :
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currently, the canvas object is named board,
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while the structure used to store automata current state is named "board" as well. This is confusing
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drawing board could be enough to lift any ambiguity
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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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export const store = createStore({
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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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111: 0,
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110: 1,
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101: 0,
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@ -12,14 +35,19 @@ 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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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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boardHeight: 0,
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refreshRate: 300,
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initial1dState: "onecell",
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activeMenu: "",
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@ -28,7 +56,8 @@ export const store = createStore({
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},
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mutations: {
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update1dSingleRule(state, data) {
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state.rules1d[data.rule] = data.value;
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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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state.rules1d = data;
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@ -60,6 +89,20 @@ export const store = createStore({
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setLastBoard(state, data) {
|
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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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},
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setContext(state, 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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},
|
||||
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: {},
|
||||
});
|
||||
|
Loading…
Reference in New Issue
Block a user