Update Game of life to allow changing Cell from JS
parent
8547bdc4c2
commit
3162ac8569
32
README.md
32
README.md
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@ -67,3 +67,35 @@ wasm-pack publish
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for logging panic messages to the developer console.
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for logging panic messages to the developer console.
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* [`wee_alloc`](https://github.com/rustwasm/wee_alloc), an allocator optimized
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* [`wee_alloc`](https://github.com/rustwasm/wee_alloc), an allocator optimized
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for small code size.
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for small code size.
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# Note for myself
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Crée l'arborescence www
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~~~
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$ wasm-pack build
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$ npm init wasm-app www
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$ cd www/
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$ npm install
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~~~
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Puis :
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~~~
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$ vim www/package.json
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--
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"dependencies": {
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"wasm-game-of-life": "file:../pkg", // Add this line!
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--
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~~~
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Puis :
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~~~
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$ vim www/index.js
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--
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import * as wasm from "wasm-game-of-life";
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(…)
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--
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~~~
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144
src/lib.rs
144
src/lib.rs
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@ -8,12 +8,146 @@ use wasm_bindgen::prelude::*;
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#[global_allocator]
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#[global_allocator]
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static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
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static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
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#[wasm_bindgen]
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#[wasm_bindgen] // Alert export to JS
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extern {
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extern {
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fn alert(s: &str);
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pub fn alert(s: &str);
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}
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}
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#[wasm_bindgen]
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// Universe is represented as a linear Array of Cells
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pub fn greet() {
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// If we want to access row 5 column 2 we apply :
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alert("Hello, wasm-game-of-life!");
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// cell_pos = 5(row) * width(universe) + 2(column)
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#[wasm_bindgen] // Export to JS
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#[repr(u8)] // each cell is represented as a single byte
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum Cell {
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Dead = 0,
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Alive = 1,
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}
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#[wasm_bindgen] // Export to JS
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pub struct Universe {
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width: u32,
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height: u32,
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cells: Vec<Cell>,
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}
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// Not exported to JS
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impl Universe {
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fn live_neighbor_count(&self, row: u32, column: u32) -> u8 {
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let mut count = 0;
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for delta_row in [self.height-1, 0, 1].iter().cloned() {
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for delta_col in [self.width -1, 0, 1].iter().cloned() {
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if delta_row == 0 && delta_col == 0 {
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continue;
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}
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let neighbor_row = (row + delta_row) % self.height;
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let neighbor_col = (column + delta_col) % self.width;
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let idx = self.get_index(neighbor_row, neighbor_col);
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count += self.cells[idx] as u8;
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}
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}
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count
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}
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}
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use std::fmt;
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impl fmt::Display for Universe {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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for line in self.cells.as_slice().chunks(self.width as usize) {
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for &cell in line {
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let symbol = if cell == Cell::Dead { '◻' } else { '◼' };
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write!(f, "{}", symbol)?;
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}
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write!(f, "\n")?;
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}
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Ok(())
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}
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}
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// Exported to JS
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#[wasm_bindgen]
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impl Universe {
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pub fn get_index(&self, row: u32, column: u32) -> usize {
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(row * self.width + column) as usize
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}
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pub fn width(&self) -> u32 {
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self.width
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}
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pub fn height(&self) -> u32 {
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self.height
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}
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// Return mutable pointer to Cell
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pub fn cells(&mut self) -> *mut Cell {
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self.cells.as_mut_ptr()
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}
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// Will be called by JS
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pub fn tick(&mut self) {
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let mut next = self.cells.clone();
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for row in 0..self.height {
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for col in 0..self.width {
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let idx = self.get_index(row, col);
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let cell = self.cells[idx];
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let live_neighbors = self.live_neighbor_count(row, col);
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// BM: Match + tuple c'est cool
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let next_cell = match (cell, live_neighbors) {
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// Rule 1: Any live cell with fewer than two live neighbours
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// dies, as if caused by underpopulation.
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(Cell::Alive, x) if x < 2 => Cell::Dead,
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// Rule 2: Any live cell with two or three live neighbours
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// lives on to the next generation.
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(Cell::Alive, 2) | (Cell::Alive, 3) => Cell::Alive,
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// Rule 3: Any live cell with more than three live
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// neighbours dies, as if by overpopulation.
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(Cell::Alive, x) if x > 3 => Cell::Dead,
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// Rule 4: Any dead cell with exactly three live neighbours
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// becomes a live cell, as if by reproduction.
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(Cell::Dead, 3) => Cell::Alive,
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// All other cells remain in the same state.
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(otherwise, _) => otherwise,
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};
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next[idx] = next_cell;
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}
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}
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self.cells = next;
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}
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pub fn new(w: u32, h: u32) -> Universe {
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let width = w;
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let height = h;
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let cells = (0..width * height)
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.map(|i| {
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if i % 2 == 0 || i % 7 == 0 {
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Cell::Alive
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} else {
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Cell::Dead
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}
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})
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.collect();
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Universe {
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width,
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height,
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cells,
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}
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}
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pub fn render(&self) -> String {
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self.to_string()
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}
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}
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}
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@ -0,0 +1,24 @@
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#!/usr/bin/env node
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const { spawn } = require("child_process");
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const fs = require("fs");
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let folderName = '.';
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if (process.argv.length >= 3) {
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folderName = process.argv[2];
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if (!fs.existsSync(folderName)) {
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fs.mkdirSync(folderName);
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}
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}
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const clone = spawn("git", ["clone", "https://github.com/rustwasm/create-wasm-app.git", folderName]);
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clone.on("close", code => {
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if (code !== 0) {
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console.error("cloning the template failed!")
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process.exit(code);
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} else {
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console.log("🦀 Rust + 🕸 Wasm = ❤");
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}
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});
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@ -0,0 +1,2 @@
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node_modules
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dist
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@ -0,0 +1,201 @@
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Apache License
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|
Version 2.0, January 2004
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|
http://www.apache.org/licenses/
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License. However, in accepting such obligations, You may act only
|
||||||
|
on Your own behalf and on Your sole responsibility, not on behalf
|
||||||
|
of any other Contributor, and only if You agree to indemnify,
|
||||||
|
defend, and hold each Contributor harmless for any liability
|
||||||
|
incurred by, or claims asserted against, such Contributor by reason
|
||||||
|
of your accepting any such warranty or additional liability.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
APPENDIX: How to apply the Apache License to your work.
|
||||||
|
|
||||||
|
To apply the Apache License to your work, attach the following
|
||||||
|
boilerplate notice, with the fields enclosed by brackets "[]"
|
||||||
|
replaced with your own identifying information. (Don't include
|
||||||
|
the brackets!) The text should be enclosed in the appropriate
|
||||||
|
comment syntax for the file format. We also recommend that a
|
||||||
|
file or class name and description of purpose be included on the
|
||||||
|
same "printed page" as the copyright notice for easier
|
||||||
|
identification within third-party archives.
|
||||||
|
|
||||||
|
Copyright [yyyy] [name of copyright owner]
|
||||||
|
|
||||||
|
Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
you may not use this file except in compliance with the License.
|
||||||
|
You may obtain a copy of the License at
|
||||||
|
|
||||||
|
http://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
|
||||||
|
Unless required by applicable law or agreed to in writing, software
|
||||||
|
distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
See the License for the specific language governing permissions and
|
||||||
|
limitations under the License.
|
|
@ -0,0 +1,25 @@
|
||||||
|
Copyright (c) [year] [name]
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any
|
||||||
|
person obtaining a copy of this software and associated
|
||||||
|
documentation files (the "Software"), to deal in the
|
||||||
|
Software without restriction, including without
|
||||||
|
limitation the rights to use, copy, modify, merge,
|
||||||
|
publish, distribute, sublicense, and/or sell copies of
|
||||||
|
the Software, and to permit persons to whom the Software
|
||||||
|
is furnished to do so, subject to the following
|
||||||
|
conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice
|
||||||
|
shall be included in all copies or substantial portions
|
||||||
|
of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
|
||||||
|
ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
|
||||||
|
TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
|
||||||
|
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
|
||||||
|
SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||||
|
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||||
|
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
|
||||||
|
IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||||
|
DEALINGS IN THE SOFTWARE.
|
|
@ -0,0 +1,48 @@
|
||||||
|
<div align="center">
|
||||||
|
|
||||||
|
<h1><code>Game of Life</code></h1>
|
||||||
|
|
||||||
|
<sub>Built with 🦀🕸 by <a href="https://rustwasm.github.io/">The Rust and WebAssembly Working Group</a></sub>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
## About
|
||||||
|
|
||||||
|
This template is designed for depending on NPM packages that contain
|
||||||
|
Rust-generated WebAssembly and using them to create a Website.
|
||||||
|
|
||||||
|
* Want to create an NPM package with Rust and WebAssembly? [Check out
|
||||||
|
`wasm-pack-template`.](https://github.com/rustwasm/wasm-pack-template)
|
||||||
|
* Want to make a monorepo-style Website without publishing to NPM? Check out
|
||||||
|
[`rust-webpack-template`](https://github.com/rustwasm/rust-webpack-template)
|
||||||
|
and/or
|
||||||
|
[`rust-parcel-template`](https://github.com/rustwasm/rust-parcel-template).
|
||||||
|
|
||||||
|
## 🚴 Usage
|
||||||
|
|
||||||
|
```
|
||||||
|
npm init wasm-app
|
||||||
|
```
|
||||||
|
|
||||||
|
## 🔋 Batteries Included
|
||||||
|
|
||||||
|
- `.gitignore`: ignores `node_modules`
|
||||||
|
- `LICENSE-APACHE` and `LICENSE-MIT`: most Rust projects are licensed this way, so these are included for you
|
||||||
|
- `README.md`: the file you are reading now!
|
||||||
|
- `index.html`: a bare bones html document that includes the webpack bundle
|
||||||
|
- `index.js`: example js file with a comment showing how to import and use a wasm pkg
|
||||||
|
- `package.json` and `package-lock.json`:
|
||||||
|
- pulls in devDependencies for using webpack:
|
||||||
|
- [`webpack`](https://www.npmjs.com/package/webpack)
|
||||||
|
- [`webpack-cli`](https://www.npmjs.com/package/webpack-cli)
|
||||||
|
- [`webpack-dev-server`](https://www.npmjs.com/package/webpack-dev-server)
|
||||||
|
- defines a `start` script to run `webpack-dev-server`
|
||||||
|
- `webpack.config.js`: configuration file for bundling your js with webpack
|
||||||
|
|
||||||
|
## License
|
||||||
|
|
||||||
|
Licensed under either of
|
||||||
|
|
||||||
|
* Apache License, Version 2.0, ([LICENSE-APACHE](LICENSE-APACHE) or http://www.apache.org/licenses/LICENSE-2.0)
|
||||||
|
* MIT license ([LICENSE-MIT](LICENSE-MIT) or http://opensource.org/licenses/MIT)
|
||||||
|
|
||||||
|
at your option.
|
|
@ -0,0 +1,5 @@
|
||||||
|
// A dependency graph that contains any wasm must all be imported
|
||||||
|
// asynchronously. This `bootstrap.js` file does the single async import, so
|
||||||
|
// that no one else needs to worry about it again.
|
||||||
|
import("./index.js")
|
||||||
|
.catch(e => console.error("Error importing `index.js`:", e));
|
|
@ -0,0 +1,26 @@
|
||||||
|
<!DOCTYPE html>
|
||||||
|
<html>
|
||||||
|
<head>
|
||||||
|
<meta charset="utf-8">
|
||||||
|
<title>Hello wasm-pack!</title>
|
||||||
|
<style>
|
||||||
|
body {
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
left: 0;
|
||||||
|
width: 100%;
|
||||||
|
height: 100%;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
}
|
||||||
|
</style>
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<noscript>This page contains webassembly and javascript content, please enable javascript in your browser.</noscript>
|
||||||
|
|
||||||
|
<canvas id="game-of-life-canvas"></canvas>
|
||||||
|
<script src="./bootstrap.js"></script>
|
||||||
|
</body>
|
||||||
|
</html>
|
|
@ -0,0 +1,138 @@
|
||||||
|
// Import the WebAssembly memory at the top of the file.
|
||||||
|
import { memory } from "wasm-game-of-life/wasm_game_of_life_bg";
|
||||||
|
|
||||||
|
import { Universe, Cell } from "wasm-game-of-life";
|
||||||
|
|
||||||
|
let req_id;
|
||||||
|
let stop = false;
|
||||||
|
|
||||||
|
const CELL_SIZE = 60; // px
|
||||||
|
const GRID_COLOR = "#CCCCCC";
|
||||||
|
const DEAD_COLOR = "#FFFFFF";
|
||||||
|
const ALIVE_COLOR = "#3399FF";
|
||||||
|
|
||||||
|
const universe = Universe.new(5,5);
|
||||||
|
|
||||||
|
const width = universe.width();
|
||||||
|
const height = universe.height();
|
||||||
|
|
||||||
|
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');
|
||||||
|
|
||||||
|
// The JavaScript runs in a requestAnimationFrame loop.
|
||||||
|
const renderLoop = async () => {
|
||||||
|
await new Promise(r => setTimeout(r, 200));
|
||||||
|
universe.tick();
|
||||||
|
drawCells();
|
||||||
|
|
||||||
|
if (stop == false)
|
||||||
|
req_id = requestAnimationFrame(renderLoop);
|
||||||
|
};
|
||||||
|
|
||||||
|
// Return Cell position
|
||||||
|
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;
|
||||||
|
|
||||||
|
let y = Math.trunc((evt.clientY - rect.top) / CELL_SIZE);
|
||||||
|
if (y >= (height))
|
||||||
|
y = y - 1;
|
||||||
|
|
||||||
|
return { x,
|
||||||
|
y,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
canvas.addEventListener('mouseover',
|
||||||
|
function(evt) {
|
||||||
|
console.log("Stopping Animation Frame");
|
||||||
|
stop = true;
|
||||||
|
});
|
||||||
|
|
||||||
|
canvas.addEventListener('mouseout',
|
||||||
|
function(evt) {
|
||||||
|
console.log("Starting Animation Frame");
|
||||||
|
stop = false;
|
||||||
|
start();
|
||||||
|
});
|
||||||
|
|
||||||
|
// Get Mouse position
|
||||||
|
canvas.addEventListener('click',
|
||||||
|
function(evt) {
|
||||||
|
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);
|
||||||
|
if (cells[idx] === Cell.Dead)
|
||||||
|
console.log("Cell[" + idx + "] is : " + "Dead !");
|
||||||
|
else
|
||||||
|
console.log("Cell[" + idx + "] is : " + "Alive !");
|
||||||
|
|
||||||
|
// Change to inverse !
|
||||||
|
cells[idx] = (cells[idx] === Cell.Dead) ? Cell.Alive : Cell.Dead;
|
||||||
|
drawCells();
|
||||||
|
});
|
||||||
|
|
||||||
|
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();
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
// We can directly access WebAssembly's linear memory via memory, which is defined in the raw wasm module wasm_game_of_life_bg.
|
||||||
|
// To draw the cells, we get a pointer to the universe's cells, construct a Uint8Array overlaying the cells buffer, iterate over each cell, and draw a white or black rectangle depending on whether the cell is dead or alive, respectively.
|
||||||
|
// By working with pointers and overlays, we avoid copying the cells across the boundary on every tick.
|
||||||
|
const drawCells = () => {
|
||||||
|
// Modify Plus const
|
||||||
|
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 = universe.get_index(row, col);
|
||||||
|
|
||||||
|
ctx.fillStyle = (cells[idx] === Cell.Dead) ? DEAD_COLOR : ALIVE_COLOR;
|
||||||
|
|
||||||
|
ctx.fillRect(
|
||||||
|
col * (CELL_SIZE + 1) + 1, // x
|
||||||
|
row * (CELL_SIZE + 1) + 1, // y
|
||||||
|
CELL_SIZE, // Width
|
||||||
|
CELL_SIZE // Height
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ctx.stroke();
|
||||||
|
};
|
||||||
|
|
||||||
|
function start() {
|
||||||
|
drawGrid();
|
||||||
|
drawCells();
|
||||||
|
req_id = requestAnimationFrame(renderLoop);
|
||||||
|
}
|
||||||
|
|
||||||
|
start();
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,38 @@
|
||||||
|
{
|
||||||
|
"name": "Wasm GameOfLife",
|
||||||
|
"version": "0.1.0",
|
||||||
|
"description": "Game of Life in Wasm",
|
||||||
|
"main": "index.js",
|
||||||
|
"bin": {
|
||||||
|
"create-wasm-app": ".bin/create-wasm-app.js"
|
||||||
|
},
|
||||||
|
"scripts": {
|
||||||
|
"build": "webpack --config webpack.config.js",
|
||||||
|
"start": "webpack-dev-server"
|
||||||
|
},
|
||||||
|
"repository": {
|
||||||
|
"type": "git",
|
||||||
|
"url": "git+https://github.com/rustwasm/create-wasm-app.git"
|
||||||
|
},
|
||||||
|
"keywords": [
|
||||||
|
"webassembly",
|
||||||
|
"wasm",
|
||||||
|
"rust",
|
||||||
|
"webpack"
|
||||||
|
],
|
||||||
|
"author": "Ashley Williams <ashley666ashley@gmail.com>",
|
||||||
|
"license": "(MIT OR Apache-2.0)",
|
||||||
|
"bugs": {
|
||||||
|
"url": "https://github.com/rustwasm/create-wasm-app/issues"
|
||||||
|
},
|
||||||
|
"homepage": "https://dev.beneth.fr/wasm_game_of_life",
|
||||||
|
"devDependencies": {
|
||||||
|
"webpack": "^4.29.3",
|
||||||
|
"webpack-cli": "^3.1.0",
|
||||||
|
"webpack-dev-server": "^3.1.5",
|
||||||
|
"copy-webpack-plugin": "^5.0.0"
|
||||||
|
},
|
||||||
|
"dependencies": {
|
||||||
|
"wasm-game-of-life": "file:../pkg"
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,14 @@
|
||||||
|
const CopyWebpackPlugin = require("copy-webpack-plugin");
|
||||||
|
const path = require('path');
|
||||||
|
|
||||||
|
module.exports = {
|
||||||
|
entry: "./bootstrap.js",
|
||||||
|
output: {
|
||||||
|
path: path.resolve(__dirname, "dist"),
|
||||||
|
filename: "bootstrap.js",
|
||||||
|
},
|
||||||
|
mode: "development",
|
||||||
|
plugins: [
|
||||||
|
new CopyWebpackPlugin(['index.html'])
|
||||||
|
],
|
||||||
|
};
|
Loading…
Reference in New Issue