Update Game of life to allow changing Cell from JS

master
Benoît 2020-06-10 19:11:26 +02:00
parent 8547bdc4c2
commit 3162ac8569
13 changed files with 6151 additions and 5 deletions

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@ -67,3 +67,35 @@ wasm-pack publish
for logging panic messages to the developer console. for logging panic messages to the developer console.
* [`wee_alloc`](https://github.com/rustwasm/wee_alloc), an allocator optimized * [`wee_alloc`](https://github.com/rustwasm/wee_alloc), an allocator optimized
for small code size. for small code size.
# Note for myself
Crée l'arborescence www
~~~
$ wasm-pack build
$ npm init wasm-app www
$ cd www/
$ npm install
~~~
Puis :
~~~
$ vim www/package.json
--
"dependencies": {
"wasm-game-of-life": "file:../pkg", // Add this line!
--
~~~
Puis :
~~~
$ vim www/index.js
--
import * as wasm from "wasm-game-of-life";
(…)
--
~~~

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@ -8,12 +8,146 @@ use wasm_bindgen::prelude::*;
#[global_allocator] #[global_allocator]
static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT; static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
#[wasm_bindgen]
#[wasm_bindgen] // Alert export to JS
extern { extern {
fn alert(s: &str); pub fn alert(s: &str);
} }
#[wasm_bindgen] // Universe is represented as a linear Array of Cells
pub fn greet() { // If we want to access row 5 column 2 we apply :
alert("Hello, wasm-game-of-life!"); // cell_pos = 5(row) * width(universe) + 2(column)
#[wasm_bindgen] // Export to JS
#[repr(u8)] // each cell is represented as a single byte
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Cell {
Dead = 0,
Alive = 1,
}
#[wasm_bindgen] // Export to JS
pub struct Universe {
width: u32,
height: u32,
cells: Vec<Cell>,
}
// Not exported to JS
impl Universe {
fn live_neighbor_count(&self, row: u32, column: u32) -> u8 {
let mut count = 0;
for delta_row in [self.height-1, 0, 1].iter().cloned() {
for delta_col in [self.width -1, 0, 1].iter().cloned() {
if delta_row == 0 && delta_col == 0 {
continue;
}
let neighbor_row = (row + delta_row) % self.height;
let neighbor_col = (column + delta_col) % self.width;
let idx = self.get_index(neighbor_row, neighbor_col);
count += self.cells[idx] as u8;
}
}
count
}
}
use std::fmt;
impl fmt::Display for Universe {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
for line in self.cells.as_slice().chunks(self.width as usize) {
for &cell in line {
let symbol = if cell == Cell::Dead { '◻' } else { '◼' };
write!(f, "{}", symbol)?;
}
write!(f, "\n")?;
}
Ok(())
}
}
// Exported to JS
#[wasm_bindgen]
impl Universe {
pub fn get_index(&self, row: u32, column: u32) -> usize {
(row * self.width + column) as usize
}
pub fn width(&self) -> u32 {
self.width
}
pub fn height(&self) -> u32 {
self.height
}
// Return mutable pointer to Cell
pub fn cells(&mut self) -> *mut Cell {
self.cells.as_mut_ptr()
}
// Will be called by JS
pub fn tick(&mut self) {
let mut next = self.cells.clone();
for row in 0..self.height {
for col in 0..self.width {
let idx = self.get_index(row, col);
let cell = self.cells[idx];
let live_neighbors = self.live_neighbor_count(row, col);
// BM: Match + tuple c'est cool
let next_cell = match (cell, live_neighbors) {
// Rule 1: Any live cell with fewer than two live neighbours
// dies, as if caused by underpopulation.
(Cell::Alive, x) if x < 2 => Cell::Dead,
// Rule 2: Any live cell with two or three live neighbours
// lives on to the next generation.
(Cell::Alive, 2) | (Cell::Alive, 3) => Cell::Alive,
// Rule 3: Any live cell with more than three live
// neighbours dies, as if by overpopulation.
(Cell::Alive, x) if x > 3 => Cell::Dead,
// Rule 4: Any dead cell with exactly three live neighbours
// becomes a live cell, as if by reproduction.
(Cell::Dead, 3) => Cell::Alive,
// All other cells remain in the same state.
(otherwise, _) => otherwise,
};
next[idx] = next_cell;
}
}
self.cells = next;
}
pub fn new(w: u32, h: u32) -> Universe {
let width = w;
let height = h;
let cells = (0..width * height)
.map(|i| {
if i % 2 == 0 || i % 7 == 0 {
Cell::Alive
} else {
Cell::Dead
}
})
.collect();
Universe {
width,
height,
cells,
}
}
pub fn render(&self) -> String {
self.to_string()
}
} }

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@ -0,0 +1,24 @@
#!/usr/bin/env node
const { spawn } = require("child_process");
const fs = require("fs");
let folderName = '.';
if (process.argv.length >= 3) {
folderName = process.argv[2];
if (!fs.existsSync(folderName)) {
fs.mkdirSync(folderName);
}
}
const clone = spawn("git", ["clone", "https://github.com/rustwasm/create-wasm-app.git", folderName]);
clone.on("close", code => {
if (code !== 0) {
console.error("cloning the template failed!")
process.exit(code);
} else {
console.log("🦀 Rust + 🕸 Wasm = ❤");
}
});

2
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@ -0,0 +1,2 @@
node_modules
dist

201
www/LICENSE-APACHE 100644
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@ -0,0 +1,201 @@
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25
www/LICENSE-MIT 100644
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@ -0,0 +1,25 @@
Copyright (c) [year] [name]
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DEALINGS IN THE SOFTWARE.

48
www/README.md 100644
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@ -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.

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@ -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));

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@ -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>

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// 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();

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{
"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"
}
}

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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'])
],
};