Files
js-canvas-playground/life.ts
2025-08-05 00:08:33 +02:00

82 lines
2.4 KiB
TypeScript

import { Point, resizeCanvas } from "./common.js"
const WIDTH = 800;
const HEIGHT = 600;
const SCALING = 4;
const DIRECTIONS: Point[] = [
{ x: 0, y: -1}, // N
{ x: -1, y: -1}, // NW
{ x: 1, y: -1}, // NE
{ x: -1, y: 0}, // W
{ x: 1, y: 0}, // E
{ x: 0, y: 1}, // S
{ x: -1, y: 1}, // SW
{ x: 1, y: 1}, // SE
]
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 / SCALING)
cells.fill(0)
const state = new Array(WIDTH * HEIGHT / SCALING)
state.fill(0)
for (let i=0; i < WIDTH * HEIGHT / SCALING; i++) state[i] = +(Math.random() * 4 < 1)
console.log(state.length)
//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 / SCALING; i++) cells[i] = state[i];
const cell = (p: Point) => cells[p.y*WIDTH/SCALING + p.x]
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 p = { x, y };
// count neighbors
let neighbors = 0;
for (const d of DIRECTIONS) {
const pos = add2(p, d);
neighbors += cell(pos);
}
if (cell(p) == 1) {
state[p.y*WIDTH/SCALING+p.x] = +(neighbors == 2 || neighbors == 3)
} else {
state[p.y*WIDTH/SCALING+p.x] = +(neighbors == 3)
}
if (cell(p) == 1) {
ctx.moveTo(p.x, p.y);
ctx.rect(p.x, p.y, SCALING, SCALING);
}
}
}
ctx.fill(); // draw only once per frame
window.requestAnimationFrame(t => update(ctx, cells, state));
}
init();