Fix Canvas cell position compute from tutorial

master
Benoît 2020-06-10 21:02:48 +02:00
parent 49ec2a21a5
commit 1bb2d924ce
1 changed files with 13 additions and 15 deletions

View File

@ -6,12 +6,12 @@ import { Universe, Cell } from "wasm-game-of-life";
let req_id;
let stop = false;
const CELL_SIZE = 40; // px
const CELL_SIZE = 9; // px
const GRID_COLOR = "#CCCCCC";
const DEAD_COLOR = "#FFFFFF";
const ALIVE_COLOR = "#3399FF";
const universe = Universe.new(10,10);
const universe = Universe.new(128,128);
const width = universe.width();
const height = universe.height();
@ -36,18 +36,16 @@ const renderLoop = async () => {
function getCursorPos(canvas, evt) {
const rect = canvas.getBoundingClientRect();
// Bound check: It seems that the last case can overlap
let x = Math.trunc((evt.clientX - rect.left) / CELL_SIZE);
if (x >= (width))
x = x - 1;
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
let y = Math.trunc((evt.clientY - rect.top) / CELL_SIZE);
if (y >= (height))
y = y - 1;
const canvasLeft = (evt.clientX - rect.left) * scaleX;
const canvasTop = (evt.clientY - rect.top) * scaleY;
return { x,
y,
};
const row = Math.min(Math.floor(canvasTop / (CELL_SIZE + 1)), height - 1);
const col = Math.min(Math.floor(canvasLeft / (CELL_SIZE + 1)), width - 1);
return { row, col };
}
canvas.addEventListener('mouseover',
@ -69,14 +67,14 @@ canvas.addEventListener('click',
var mousePos = getCursorPos(canvas, evt);
let cellsPtr = universe.cells();
let cells = new Uint8Array(memory.buffer, cellsPtr, width * height);
console.log("Click position : X = " + (mousePos.x) + ", Y = " + (mousePos.y));
const idx = universe.get_index(mousePos.y, mousePos.x);
console.log("Click position : X = " + (mousePos.row) + ", Y = " + (mousePos.col));
const idx = universe.get_index(mousePos.row, mousePos.col);
if (cells[idx] === Cell.Dead)
console.log("Cell[" + idx + "] is : " + "Dead !");
else
console.log("Cell[" + idx + "] is : " + "Alive !");
// Change to inverse !
// Toggle it ! TODO: Do it (like in the tutorial) from Rust !
cells[idx] = (cells[idx] === Cell.Dead) ? Cell.Alive : Cell.Dead;
drawCells();
});