import { Point, resizeCanvas } from "./common.js" let WIDTH = 800; let HEIGHT = 600; function add2(p1: Point, p2: Point) { return { x: p1.x + p2.x, y: p1.y + p2.y }; } function init() { const canvas = document.getElementById("canvas") as HTMLCanvasElement | null; if (!canvas) throw new Error("unable to get canvas HTML element"); const ctx = canvas.getContext("2d", { alpha: false }) as CanvasRenderingContext2D | null; if (!ctx) throw new Error("unable to get canvas 2D context"); ctx.canvas.width = WIDTH ctx.canvas.height = HEIGHT const cells = new Array(WIDTH * HEIGHT) cells.fill(0) const state = new Array(WIDTH * HEIGHT) state.fill(0) for (let i=0; i < WIDTH * HEIGHT; i++) state[i] = +(Math.random() * 4 < 1) canvas.addEventListener("click", (evt) => { }); //window.addEventListener('resize', () => resizeCanvas(ctx)); window.requestAnimationFrame(t => update(ctx, cells, state)); } // update loop, called every frame function update(ctx: CanvasRenderingContext2D, cells: number[], state: number[]) { ctx.clearRect(0, 0, WIDTH, HEIGHT); for (let i=0; i < WIDTH * HEIGHT; i++) cells[i] = state[i]; //const cell = (p: Point) => cells[p.x*WIDTH+ p.y]; ctx.beginPath(); // batch draw calls, only once per frame ctx.fillStyle = "white"; for (let y=1; y < HEIGHT - 1; y++) { for (let x=1; x < WIDTH - 1; x++) { const pos = WIDTH * y + x; // count neighbors const n = cells[pos - 1 - WIDTH] + cells[pos - WIDTH] + cells[pos + 1 - WIDTH] + cells[pos - 1] + cells[pos + 1] + cells[pos - 1 + WIDTH] + cells[pos + WIDTH] + cells[pos + 1 + WIDTH]; const cell = cells[pos]; if (cell == 1) { state[pos] = +(n == 2 || n == 3) } else { state[pos] = +(n == 3) } if (cell == 1) { ctx.moveTo(x, y); ctx.rect(x, y, 1, 1); } } } ctx.fill(); // draw only once per frame window.requestAnimationFrame(t => update(ctx, cells, state)); } init();