Commit c7543ff2996d5752872d000b8c96ed526ef38721
1 parent
cac13d02
use canvas ... still not what I want. I want rust to write to the canvas memory.
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3 changed files
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82 additions
and
4 deletions
| ... | ... | @@ -43,6 +43,18 @@ impl Universe { |
| 43 | 43 | } |
| 44 | 44 | } |
| 45 | 45 | |
| 46 | + pub fn width(&self) -> u32 { | |
| 47 | + self.width | |
| 48 | + } | |
| 49 | + | |
| 50 | + pub fn height(&self) -> u32 { | |
| 51 | + self.height | |
| 52 | + } | |
| 53 | + | |
| 54 | + pub fn cells(&self) -> *const Cell { | |
| 55 | + self.cells.as_ptr() | |
| 56 | + } | |
| 57 | + | |
| 46 | 58 | pub fn render(&self) -> String { |
| 47 | 59 | self.to_string() |
| 48 | 60 | } | ... | ... |
| 1 | -import { Universe } from "wasm-game-of-life"; | |
| 1 | +import { Universe, Cell } from "wasm-game-of-life"; | |
| 2 | +import { memory } from "wasm-game-of-life/wasm_game_of_life_bg"; | |
| 3 | + | |
| 4 | +const CELL_SIZE = 5; // px | |
| 5 | +const GRID_COLOR = "#CCCCCC"; | |
| 6 | +const DEAD_COLOR = "#FFFFFF"; | |
| 7 | +const ALIVE_COLOR = "#000000"; | |
| 2 | 8 | |
| 3 | -const pre = document.getElementById("game-of-life-canvas"); | |
| 4 | 9 | const universe = Universe.new(); |
| 10 | +const width = universe.height(); | |
| 11 | +const height = universe.height(); | |
| 12 | + | |
| 13 | +const canvas = document.getElementById("game-of-life-canvas"); | |
| 14 | +canvas.height = (CELL_SIZE + 1) * height + 1; | |
| 15 | +canvas.width = (CELL_SIZE + 1) * width + 1; | |
| 16 | + | |
| 17 | +const ctx = canvas.getContext('2d'); | |
| 5 | 18 | |
| 6 | 19 | const renderLoop = () => { |
| 7 | - pre.textContent = universe.render(); | |
| 8 | 20 | universe.tick(); |
| 9 | 21 | |
| 22 | + drawGrid(); | |
| 23 | + drawCells(); | |
| 24 | + | |
| 10 | 25 | requestAnimationFrame(renderLoop); |
| 11 | 26 | }; |
| 12 | 27 | |
| 28 | +const drawGrid = () => { | |
| 29 | + ctx.beginPath(); | |
| 30 | + ctx.strokeStyle = GRID_COLOR; | |
| 31 | + | |
| 32 | + // vertical lines. | |
| 33 | + for (let i = 0; i <= width; i++) { | |
| 34 | + ctx.moveTo(i * (CELL_SIZE + 1) + 1, 0); | |
| 35 | + ctx.lineTo(i * (CELL_SIZE + 1) + 1, (CELL_SIZE + 1) * height + 1); | |
| 36 | + } | |
| 37 | + | |
| 38 | + // horizontal lines. | |
| 39 | + for (let j = 0; j <= height; j++) { | |
| 40 | + ctx.moveTo( 0, j * (CELL_SIZE + 1) + 1); | |
| 41 | + ctx.lineTo((CELL_SIZE + 1) * width + 1, j * (CELL_SIZE + 1) + 1); | |
| 42 | + } | |
| 43 | + | |
| 44 | + ctx.stroke(); | |
| 45 | +}; | |
| 46 | + | |
| 47 | +const getIndex = (row, col) => { | |
| 48 | + return row * width + col; | |
| 49 | +}; | |
| 50 | + | |
| 51 | +const drawCells = () => { | |
| 52 | + const cellsPtr = universe.cells() | |
| 53 | + const cells = new Uint8Array(memory.buffer, cellsPtr, width * height); | |
| 54 | + | |
| 55 | + ctx.beginPath(); | |
| 56 | + | |
| 57 | + for (let row = 0; row < height; row++) { | |
| 58 | + for (let col = 0; col < height; col++) { | |
| 59 | + const idx = getIndex(row, col); | |
| 60 | + | |
| 61 | + ctx.fillStyle = cells[idx] === Cell.Dead | |
| 62 | + ? DEAD_COLOR | |
| 63 | + : ALIVE_COLOR; | |
| 64 | + | |
| 65 | + ctx.fillRect( | |
| 66 | + col * (CELL_SIZE + 1) + 1, | |
| 67 | + row * (CELL_SIZE + 1) + 1, | |
| 68 | + CELL_SIZE, | |
| 69 | + CELL_SIZE | |
| 70 | + ); | |
| 71 | + } | |
| 72 | + } | |
| 73 | + | |
| 74 | + ctx.stroke(); | |
| 75 | +}; | |
| 76 | + | |
| 77 | +drawGrid(); | |
| 78 | +drawCells(); | |
| 13 | 79 | requestAnimationFrame(renderLoop); | ... | ... |
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