import { Universe, Cell } from "rust-wasm"; import { memory } from "rust-wasm/rust_wasm_bg"; const CELL_SIZE = 5; // px const GRID_COLOR = "#CCCCCC"; const COLOURS = ["#FFF", "#FF8", "#FF0", "#F80", "#F00", "#800", "#000"]; // Construct the universe, and get its width and height. const universe = Universe.new(); universe.init(); const width = universe.width(); const height = universe.height(); // Give the canvas room for all of our cells and a 1px border // around each of them. const infochaos = document.getElementById("chaos"); const infomax = document.getElementById("max"); const infoavg = document.getElementById("avg"); var maxstress = 0; var avgstress = 31000; const canvas = document.getElementById("game-of-life-canvas"); canvas.height = (CELL_SIZE + 1) * height + 1; canvas.width = (CELL_SIZE + 1) * width + 1; const ctx = canvas.getContext('2d'); const renderLoop = () => { universe.tick(); //drawGrid(); drawCells(); const st = universe.stress(); if (st > maxstress) maxstress = st; avgstress = 0.999 * avgstress + 0.001 * st infochaos.innerHTML = st; infomax.innerHTML = maxstress; infoavg.innerHTML = Math.round(avgstress); // setTimeout(renderLoop, 200); requestAnimationFrame(renderLoop); }; // setTimeout(renderLoop, 1); requestAnimationFrame(renderLoop); const drawGrid = () => { ctx.beginPath(); ctx.strokeStyle = GRID_COLOR; // Vertical lines. for (let i = 0; i <= width; i++) { ctx.moveTo(i * (CELL_SIZE + 1) + 1, 0); ctx.lineTo(i * (CELL_SIZE + 1) + 1, (CELL_SIZE + 1) * height + 1); } // Horizontal lines. for (let j = 0; j <= height; j++) { ctx.moveTo(0, j * (CELL_SIZE + 1) + 1); ctx.lineTo((CELL_SIZE + 1) * width + 1, j * (CELL_SIZE + 1) + 1); } ctx.stroke(); }; const getIndex = (row, column) => { return row * width + column; }; const drawCells = () => { const cellsPtr = universe.cells(); const cells = new Uint8Array(memory.buffer, cellsPtr, width * height); ctx.beginPath(); for (let row = 0; row < height; row++) { for (let col = 0; col < width; col++) { const idx = getIndex(row, col); const rat = Math.round(COLOURS.length * cells[idx] / 101); const colour = COLOURS[rat]; ctx.fillStyle = colour; ctx.fillRect( col * (CELL_SIZE + 1) + 1, row * (CELL_SIZE + 1) + 1, CELL_SIZE, CELL_SIZE ); } } ctx.stroke(); };