new render method #8
@ -89,8 +89,8 @@
|
||||
getDraw2d(value) {
|
||||
if (value == true) this.draw2dNew();
|
||||
},
|
||||
getDraw2dLast(value) {
|
||||
if (value == true) this.draw2dLast();
|
||||
async getDraw2dLast(value) {
|
||||
if (value == true) await this.draw2dLast();
|
||||
},
|
||||
getDraw2dPicture(value) {
|
||||
if (value == true) this.draw2dPicture();
|
||||
@ -118,10 +118,10 @@
|
||||
"setBoardHeight",
|
||||
]),
|
||||
// draws the board on the canvas
|
||||
drawCanvas(board, width, height) {
|
||||
async drawCanvas(board, width, height) {
|
||||
const d = this.cellProperties.size;
|
||||
// bool to RGBA colors
|
||||
const img = boardToPic(board, width, height, this.cellProperties);
|
||||
const img = await boardToPic(board, width, height, this.cellProperties);
|
||||
// rescale and draw
|
||||
this.ctx.save();
|
||||
this.ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);
|
||||
@ -168,14 +168,14 @@
|
||||
this.lastBoard = Object.freeze(newBoard);
|
||||
},
|
||||
// draw 2d automaton in a loop, starting from passed state
|
||||
async draw2dNext(board) {
|
||||
requestAnimationFrame(() => {
|
||||
if (!this.canDraw) return;
|
||||
const newBoard = evolve2d(board, this.selectedRules);
|
||||
this.draw2d(board);
|
||||
this.lastBoard = Object.freeze(newBoard);
|
||||
return this.draw2dNext(newBoard);
|
||||
});
|
||||
async draw2dNext(board, time) {
|
||||
setTimeout(() => {
|
||||
requestAnimationFrame(() => {
|
||||
if (!this.canDraw) return;
|
||||
this.draw2d(board);
|
||||
return this.draw2dNext(this.lastBoard);
|
||||
});
|
||||
}, this.refreshRate);
|
||||
},
|
||||
// draw 2d automaton from a new state
|
||||
async draw2dNew() {
|
||||
|
@ -1,14 +1,14 @@
|
||||
// handles negative index and index bigger than its array length
|
||||
function guard(index, array) {
|
||||
if (index > array.length - 1) return 0;
|
||||
if (index < 0) return array.length - 1;
|
||||
function guard(index, arrayLength) {
|
||||
if (index > arrayLength - 1) return 0;
|
||||
if (index < 0) return arrayLength - 1;
|
||||
return index;
|
||||
}
|
||||
|
||||
// get the next evolution of a 1D CA initial state
|
||||
function evolve1d(state, rules) {
|
||||
function getCell(index) {
|
||||
const safeIndex = guard(index, state);
|
||||
const safeIndex = guard(index, state.length);
|
||||
return state[safeIndex];
|
||||
}
|
||||
const newState = state.map((_, x) => {
|
||||
@ -55,8 +55,8 @@ function getCellNeighbors(board, cellCoordinates) {
|
||||
|
||||
// handles board edges where the cell is missing neighbors
|
||||
function getCell(xx, yy) {
|
||||
const safeX = guard(xx, board);
|
||||
const safeY = guard(yy, rowLength);
|
||||
const safeX = guard(xx, board.length);
|
||||
const safeY = guard(yy, rowLength.length);
|
||||
return board[safeX][safeY];
|
||||
}
|
||||
|
||||
|
@ -54,13 +54,16 @@ export function picToBoard(pixels, width, height) {
|
||||
export function boardToPic(board, width, height, cellProperties) {
|
||||
const live = cellProperties.liveColor;
|
||||
const dead = cellProperties.deadColor;
|
||||
return board.flat().reduce((acc, cell, index) => {
|
||||
const color = cell === 1 ? hexToRGB(live) : hexToRGB(dead);
|
||||
const img = new ImageData(width, height);
|
||||
const colors = [hexToRGB(live), hexToRGB(dead)];
|
||||
board.flat().reduce((acc, cell, index) => {
|
||||
const color = colors[cell];
|
||||
const i = index * 4;
|
||||
acc.data[i] = color[0];
|
||||
acc.data[i + 1] = color[1];
|
||||
acc.data[i + 2] = color[2];
|
||||
acc.data[i + 3] = 255;
|
||||
acc[i] = color[0];
|
||||
acc[i + 1] = color[1];
|
||||
acc[i + 2] = color[2];
|
||||
acc[i + 3] = 255;
|
||||
return acc;
|
||||
}, new ImageData(width, height));
|
||||
}, img.data);
|
||||
return img;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user