wip optimizing render
This commit is contained in:
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61846b88a5
commit
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@ -44,3 +44,4 @@ See [Configuration Reference](https://vitejs.dev/guide/).
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- https://en.wikipedia.org/wiki/Hashlife
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- https://en.wikipedia.org/wiki/Hashlife
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- https://plato.stanford.edu/entries/cellular-automata/supplement.html
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- https://plato.stanford.edu/entries/cellular-automata/supplement.html
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- https://www.conwaylife.com/wiki/Cellular_automaton
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- https://www.conwaylife.com/wiki/Cellular_automaton
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- https://conwaylife.com/
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@ -25,6 +25,7 @@
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lonelinessRules,
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lonelinessRules,
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threebornRules,
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threebornRules,
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highLifeRules,
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highLifeRules,
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servietteRules,
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evolve2d,
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evolve2d,
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} from "../modules/automata.js";
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} from "../modules/automata.js";
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import { getRandomInt, sleep } from "../modules/common.js";
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import { getRandomInt, sleep } from "../modules/common.js";
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@ -44,11 +45,13 @@
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loneliness: lonelinessRules,
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loneliness: lonelinessRules,
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threeborn: threebornRules,
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threeborn: threebornRules,
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highlife: highLifeRules,
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highlife: highLifeRules,
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serviette: servietteRules,
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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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computed: {
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computed: {
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...mapState(globalStore, {
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...mapState(globalStore, {
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loop: "loop",
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cellProperties: "cellProperties",
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cellProperties: "cellProperties",
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ruleset: "ruleset1d",
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ruleset: "ruleset1d",
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refreshRate: "refreshRate",
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refreshRate: "refreshRate",
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@ -61,7 +64,6 @@
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getDraw2dPicture: "draw2dpicture",
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getDraw2dPicture: "draw2dpicture",
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boardWidth: "boardWidth",
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boardWidth: "boardWidth",
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boardHeight: "boardHeight",
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boardHeight: "boardHeight",
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picture: "picture",
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selected2dRules: "selected2dRules",
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selected2dRules: "selected2dRules",
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}),
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}),
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...mapWritableState(globalStore, {
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...mapWritableState(globalStore, {
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@ -69,11 +71,15 @@
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canvasWidth: "canvasWidth",
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canvasWidth: "canvasWidth",
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canvasHeight: "canvasHeight",
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canvasHeight: "canvasHeight",
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getReset: "reset",
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getReset: "reset",
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picture: "picture",
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}),
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}),
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// used to determine the dimensions of the board
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// used to determine the dimensions of the board
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max() {
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max() {
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return Math.max(this.boardWidth, this.boardHeight);
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return Math.max(this.boardWidth, this.boardHeight);
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},
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},
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selectedRules() {
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return this.available2dRules[this.selected2dRules.id];
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},
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},
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},
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watch: {
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watch: {
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getDraw1d(value) {
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getDraw1d(value) {
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@ -111,21 +117,32 @@
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"setBoardHeight",
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"setBoardHeight",
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]),
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]),
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// draws the board on the canvas
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// draws the board on the canvas
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drawCanvas(board) {
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drawCanvas(board, width, height) {
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const props = this.cellProperties;
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const d = this.cellProperties.size;
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board.map((row, y) => {
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// bool to RGBA colors
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const d = props.size;
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const img = board.flat().reduce((acc, cell, index) => {
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return row.map((cell, x) => {
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const color = cell === 1 ? 0 : 255;
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this.ctx.fillStyle = (() => {
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const i = index * 4;
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if (cell === 1) return props.liveColor;
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acc.data[i] = color;
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return props.deadColor;
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acc.data[i + 1] = color;
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})();
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acc.data[i + 2] = color;
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if (this.drawingDirection === "x")
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acc.data[i + 3] = 255;
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this.ctx.fillRect(y * d, x * d, d, d);
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return acc;
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else this.ctx.fillRect(x * d, y * d, d, d);
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}, new ImageData(width, height));
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return cell;
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// rescale and draw
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});
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this.ctx.save();
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});
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this.ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);
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this.workCtx.putImageData(img, 0, 0);
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this.ctx.imageSmoothingEnabled = false;
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if (this.getDraw2dPicture != true) this.ctx.scale(d, d);
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this.ctx.drawImage(
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this.workCanvas,
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0,
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0,
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this.canvasWidth,
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this.canvasHeight
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);
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this.ctx.restore();
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},
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},
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// create a first state, either a single living cell
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// create a first state, either a single living cell
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// at the center or random ones
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// at the center or random ones
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@ -134,101 +151,88 @@
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return create1dStateOneCell(this.boardWidth);
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return create1dStateOneCell(this.boardWidth);
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return create1dState(this.boardWidth, getRandomInt, [0, 2]);
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return create1dState(this.boardWidth, getRandomInt, [0, 2]);
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},
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},
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// draw elementary automaton on the canvas based on selected ruleset
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// initialize board with random cells
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draw1d() {
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randomInitialState() {
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const initialState = this.compute1dInitialState();
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return create2dState(
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const board = createBoard(initialState, this.ruleset.rules, this.max);
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this.lastBoard = Object.freeze(board);
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this.drawCanvas(this.lastBoard);
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this.toggleStop();
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},
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// draw 2D automaton on the canvas in a loop
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draw2d(board) {
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if (!this.canDraw) return;
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const draw2dNext = async (b) => {
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if (!this.canDraw) return;
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const newBoard = evolve2d(
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b,
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this.available2dRules[this.selected2dRules.id]
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);
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this.drawCanvas(b, this.cellProperties);
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this.lastBoard = Object.freeze(newBoard);
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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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// draw 2d automaton from a new state
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draw2dNew() {
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const initialState = create2dState(
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this.boardWidth,
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this.boardWidth,
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this.boardHeight,
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this.boardHeight,
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getRandomInt,
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getRandomInt,
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[0, 2]
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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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},
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// draw elementary automaton on the canvas based on selected ruleset
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draw1d() {
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const initialState = this.compute1dInitialState();
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const board = createBoard(initialState, this.ruleset.rules, this.max);
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this.lastBoard = Object.freeze(board);
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this.lastBoard = Object.freeze(board);
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this.drawCanvas(this.lastBoard, this.boardWidth, this.boardHeight);
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this.toggleStop();
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},
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// draw 2D automaton on the canvas in a loop
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draw2d(board) {
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const newBoard = evolve2d(board, this.selectedRules);
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this.drawCanvas(newBoard, this.boardWidth, this.boardHeight);
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this.lastBoard = Object.freeze(newBoard);
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},
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// draw 2d automaton in a loop, starting from passed state
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async draw2dNext(board) {
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requestAnimationFrame(() => {
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if (!this.canDraw) return;
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const newBoard = evolve2d(board, this.selectedRules);
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this.draw2d(board);
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this.draw2d(board);
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this.lastBoard = Object.freeze(newBoard);
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/* await sleep(this.refreshRate) */
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return this.draw2dNext(newBoard);
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});
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},
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// draw 2d automaton from a new state
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async draw2dNew() {
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if (!this.canDraw) return;
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const initialState = this.randomInitialState();
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let board = evolve2d(initialState, conwayRules);
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if (this.loop) return this.draw2dNext(board);
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else this.draw2d(board);
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this.toggleStop();
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},
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},
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// draw 2d automaton from the last known generated board
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// draw 2d automaton from the last known generated board
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draw2dLast() {
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async draw2dLast() {
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if (this.lastBoard != undefined) this.draw2d(this.lastBoard);
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if (!this.canDraw) return;
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if (this.loop) return this.draw2dNext(this.lastBoard);
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else this.draw2d(this.lastBoard);
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this.toggleStop();
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},
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},
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// draw 2d automaton from an uploaded picture.
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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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// use the picture representation as an initial state
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draw2dPicture() {
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draw2dPicture() {
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// get image data by drawing it on a work canvas
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// get image data by drawing it on a work canvas
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this.workCtx.drawImage(
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this.ctx.fillStyle = "black";
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this.ctx.fillRect(0, 0, this.canvasWidth, this.canvasHeight);
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this.ctx.drawImage(
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this.picture,
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this.picture,
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0,
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Math.floor((this.canvasWidth - this.picture.width) / 2),
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0,
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Math.floor((this.canvasHeight - this.picture.height) / 2),
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this.canvasWidth,
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this.picture.width,
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this.canvasHeight
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this.picture.height
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);
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);
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const imgData = this.workCtx.getImageData(
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const imgData = this.ctx.getImageData(
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0,
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0,
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0,
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0,
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this.canvasWidth,
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this.canvasWidth,
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this.canvasHeight
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this.canvasHeight
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);
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);
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// convert the image to black and white
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// convert the image into a 2D board of boolean based on pixel value
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const black = picToBlackAndWhite(
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imgData.data,
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this.canvasWidth,
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this.canvasHeight
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);
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// draw it back on the canvas
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this.ctx.putImageData(black, 0, 0);
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// draw the image back on the work canvas with the dimensions of the board
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this.workCtx.drawImage(
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this.picture,
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0,
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0,
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this.boardWidth,
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this.boardHeight
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);
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const resized = this.workCtx.getImageData(
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0,
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0,
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this.boardWidth,
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this.boardHeight
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);
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// convert the resized image into a 2D board of boolean based on pixel value
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this.lastBoard = Object.freeze(
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this.lastBoard = Object.freeze(
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picToBoard(resized.data, this.boardWidth, this.boardHeight)
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picToBoard(imgData.data, this.canvasWidth, this.canvasHeight)
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);
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);
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this.toggleStop();
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this.toggleStop();
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},
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},
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// stop drawing routines and clear the canvas
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// stop drawing routines and clear the canvas
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reset() {
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reset() {
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this.toggleStop();
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this.toggleStop();
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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this.lastBoard = {};
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this.ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);
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this.getReset = 0;
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this.getReset = 0;
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},
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},
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},
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},
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@ -67,7 +67,6 @@
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preparePicture(event) {
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preparePicture(event) {
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const files = event.target.files;
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const files = event.target.files;
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this.picture = new Image();
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this.picture = new Image();
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this.picture.width = this.canvasWidth;
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if (FileReader && files && files.length) {
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if (FileReader && files && files.length) {
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const reader = new FileReader();
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const reader = new FileReader();
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@ -91,6 +91,15 @@ function conwayRules(cell, neighbors) {
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return cell;
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return cell;
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}
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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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// 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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// cell comes to live if 6 neigbor cells are alive
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function highLifeRules(cell, neighbors) {
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function highLifeRules(cell, neighbors) {
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@ -200,6 +209,7 @@ export {
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lonelinessRules,
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lonelinessRules,
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threebornRules,
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threebornRules,
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highLifeRules,
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highLifeRules,
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servietteRules,
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evolve1d,
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evolve1d,
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evolve2d,
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evolve2d,
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};
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};
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@ -31,7 +31,7 @@ export function picToBoard(pixels, width, height) {
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if (index % 4 == 0) {
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if (index % 4 == 0) {
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const count = pixels[index] + pixels[index + 1] + pixels[index + 2];
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const count = pixels[index] + pixels[index + 1] + pixels[index + 2];
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const value = count >= 255 ? 1 : 0;
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const value = count >= 255 ? 1 : 0;
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acc.push(value);
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acc[index] = value;
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}
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}
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return acc;
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return acc;
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}, []);
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}, []);
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@ -77,6 +77,19 @@ const presetRuleset = [
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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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name: "unknown rule 2",
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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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111: 0,
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"011": 0,
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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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];
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];
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const initialStates = [
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const initialStates = [
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@ -122,6 +135,11 @@ const preset2dRules = [
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description:
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description:
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"Variation on Conway's Game of Life where a cell live if the six neighbor cells are alive",
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"Variation on Conway's Game of Life where a cell live if the six neighbor cells are alive",
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},
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},
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{
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id: "serviette",
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name: "Serviette variation",
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description: "bla",
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},
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];
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];
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export { presetRuleset, initialStates, preset2dRules };
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export { presetRuleset, initialStates, preset2dRules };
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@ -33,7 +33,7 @@ export const globalStore = defineStore("globalStore", {
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refreshRate: 300,
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refreshRate: 300,
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initial1dState: "onecell",
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initial1dState: "onecell",
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drawingDirection: "y",
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drawingDirection: "y",
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lastBoard: {},
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lastBoard: null,
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draw1d: false,
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draw1d: false,
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draw2d: false,
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draw2d: false,
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draw2dLast: false,
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draw2dLast: false,
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@ -43,6 +43,7 @@ export const globalStore = defineStore("globalStore", {
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picture: null,
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picture: null,
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mainMenu: false,
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mainMenu: false,
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activeSubMenu: "",
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activeSubMenu: "",
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loop: true,
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};
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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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