feat: add sample content and styling

This commit is contained in:
log101 2024-05-06 22:36:07 +03:00
parent 5fa72ed63e
commit f68fc049ea
11 changed files with 450 additions and 345 deletions

1
.gitignore vendored
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@ -22,3 +22,4 @@ pnpm-debug.log*
# jetbrains setting folder
.idea/
TODO

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@ -18,7 +18,7 @@
<div>
<ul class="nav-links undecorated-anchor">
<li><a href="#">Teknik</a></li>
<li><a href="#">Felsefi</a></li>
<li><a href="#">Fikir</a></li>
<li><a href="#">Babür'ün Serüvenleri</a></li>
<li><a href="#">Ansiklopedi</a></li>
</ul>

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@ -1,6 +1,8 @@
---
title: "Atatürk ve Demokratik Türkiye"
summary: Halil İnalcık'ın kaleminden Türkiye Cumhuriyet'nin kuruluş hikayesi ve inkılapların toplumdaki akisleri.
summary: Halil İnalcık'ın kaleminden Türkiye Cumhuriyet'nin kuruluş hikayesi ve Atatürk inkılaplarının toplumdaki akisleri.
category: Kitap İncelemesi
date: 2024-03-15
tags:
- kitap
- atatürk

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@ -1,6 +1,8 @@
---
title: "5. Bölüm: Kaptan ile Mücadele"
summary: "Babür'ün önünde yalnızca tek bir engel kalmıştır: Komutan."
category: Öykü
date: 2024-03-03
tags:
- babür
---

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@ -1,6 +1,8 @@
---
title: "Bir Komponentin Serüveni: Astro"
summary: Yazdığınız komponentlere ne olur? Bu yazıda Astro komponentlerinin serüvenlerin bir göz atıyoruz!
category: Teknik Yazı
date: 2024-04-01
tags:
- astro
- javascript

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@ -1,15 +1,16 @@
// 1. Import utilities from `astro:content`
import { z, defineCollection } from "astro:content";
// 2. Define your collection(s)
const teknikCollection = defineCollection({
const blogCollection = defineCollection({
type: "content",
schema: z.object({
title: z.string(),
summary: z.string(),
tags: z.array(z.string()),
summary: z.string(),
date: z.date(),
category: z.enum(["Kitap İncelemesi", "Teknik Yazı", "Öykü"]),
}),
});
export const collections = {
teknik: teknikCollection,
blog: blogCollection,
};

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@ -23,11 +23,16 @@ const { title } = Astro.props;
<style is:global>
:root {
--h1-desktop: 3.815rem;
--h2-desktop: 3.052rem;
--h3-desktop: 2.441rem;
--h4-desktop: 1.953rem;
--h5-desktop: 1.563rem;
--h6-desktop: 1.25rem;
--small-desktop: 0.8rem;
font-size: 18px;
font-family: "Gill Sans", "Gill Sans MT", Calibri, "Trebuchet MS",
sans-serif;
background-color: #f5fffa;
}
body {
display: flex;

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@ -2,17 +2,37 @@
import Header from "../components/Header.astro";
import Footer from "../components/Footer.astro";
import Layout from "../layouts/Layout.astro";
import "../styles/gol.css";
import "../styles/header.css";
import "../styles/home.css";
import { getCollection, getEntry } from 'astro:content';
import { getCollection, getEntry } from "astro:content";
const allTeknikPosts = await getCollection('teknik')
const allTeknikPosts = await getCollection("blog");
---
<Layout title="log101">
<div class="container">
<Header />
{allTeknikPosts.map(p => <p>{p.data.summary}</p>)}
<div class="posts">
{
allTeknikPosts
.sort((p1, p2) => p2.data.date.getTime() - p1.data.date.getTime())
.map((p) => (
<div class="post">
<p class="post-category">{p.data.category}</p>
<h4 class="post-title">{p.data.title}</h4>
<p class="post-date">
{p.data.date.toLocaleDateString("tr-TR", {
day: "numeric",
month: "long",
year: "numeric",
})}
</p>
<p class="post-summary">{p.data.summary}</p>
</div>
))
}
</div>
<Footer />
</div>
</Layout>

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@ -1,392 +1,418 @@
import { heavyWeightSpaceshipCell } from './utils'
import { heavyWeightSpaceshipCell } from "./utils";
/*
A wrapper for an HTML <canvas> based visualizatiuon of Conway's Game of Life.
*/
export default class ConwaySimulator {
/*
/*
Create a new simulation. A simulation is comprised of a
2D data grid (rows-by-cols) of ConwayPixels, a canvas element,
and a canvas context.
*/
constructor(rows, cols, pixelSize, interRoundDelay) {
this.rows = rows;
this.cols = cols;
this.pixelSize = pixelSize;
this.interRoundDelay = interRoundDelay;
this.mouseIsDown = false;
this.paused = false;
this.intervalId = null;
constructor(rows, cols, pixelSize, interRoundDelay) {
this.rows = rows;
this.cols = cols;
this.pixelSize = pixelSize;
this.interRoundDelay = interRoundDelay;
this.mouseIsDown = false;
this.paused = false;
this.intervalId = null;
// Make the grid
this.grid = [];
for (let i = 0; i < rows; i++) {
this.grid.push([]);
for (let j = 0; j < cols; j++) {
let alive = heavyWeightSpaceshipCell(j, i)
this.grid[i].push(new ConwayPixel(alive));
}
}
// Inform each pixel who it's neighbors are (performance optimization)
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols; j++) {
this.grid[i][j].neighbors = this.getNeighbors(i, j);
}
}
// Setup the canvas
let width = this.pixelSize * this.cols
let height = this.pixelSize * this.rows
this.canvas = document.createElement('canvas');
this.canvas.width = width;
this.canvas.height = height;
this.canvasCtx = this.canvas.getContext('2d', { alpha: true });
// Make the grid
this.grid = [];
for (let i = 0; i < rows; i++) {
this.grid.push([]);
for (let j = 0; j < cols; j++) {
let alive = heavyWeightSpaceshipCell(j, i);
this.grid[i].push(new ConwayPixel(alive));
}
}
/*
// Inform each pixel who it's neighbors are (performance optimization)
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols; j++) {
this.grid[i][j].neighbors = this.getNeighbors(i, j);
}
}
// Setup the canvas
let width = this.pixelSize * this.cols;
let height = this.pixelSize * this.rows;
this.canvas = document.createElement("canvas");
this.canvas.width = width;
this.canvas.height = height;
this.canvasCtx = this.canvas.getContext("2d", { alpha: true });
}
/*
Starts the simulation via setInterval if it's not running
*/
start() {
if (this.intervalId) {
return;
}
this.intervalId = setInterval(() => {
this.advanceRound();
this.repaint();
}, this.interRoundDelay);
start() {
if (this.intervalId) {
return;
}
/*
this.intervalId = setInterval(() => {
this.advanceRound();
this.repaint();
}, this.interRoundDelay);
}
/*
If the simulation is running, stop it using clearInterval
*/
stop() {
if (this.intervalId) {
clearInterval(this.intervalId);
this.intervalId = null;
}
stop() {
if (this.intervalId) {
clearInterval(this.intervalId);
this.intervalId = null;
}
}
/*
/*
Return the neighbors of a particular grid location
*/
getNeighbors(row, col) {
let neighbors = [];
for (let i = row - 1; i <= row + 1; i++) {
for (let j = col - 1; j <= col + 1; j++) {
if (i === row && j === col) continue;
if (this.grid[i] && this.grid[i][j]) {
neighbors.push(this.grid[i][j]);
}
}
getNeighbors(row, col) {
let neighbors = [];
for (let i = row - 1; i <= row + 1; i++) {
for (let j = col - 1; j <= col + 1; j++) {
if (i === row && j === col) continue;
if (this.grid[i] && this.grid[i][j]) {
neighbors.push(this.grid[i][j]);
}
return neighbors;
}
}
/*
return neighbors;
}
/*
Update the grid according to the rules for each SimEntity
*/
advanceRound() {
if (this.mouseIsDown) return;
advanceRound() {
if (this.mouseIsDown) return;
// First prepare each pixel (give it a next state)
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols; j++) {
this.grid[i][j].prepareUpdate();
}
}
// Then actually advance them, once all the new states are computed
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols; j++) {
this.grid[i][j].update();
}
}
// First prepare each pixel (give it a next state)
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols; j++) {
this.grid[i][j].prepareUpdate();
}
}
/*
// Then actually advance them, once all the new states are computed
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols; j++) {
this.grid[i][j].update();
}
}
}
/*
Optimized repaint that only updates pixels that have changed, and paints
in batches by color. Using force will repaint all pixels regardless of their
state/previousState/nextState, which is slower.
*/
repaint(force = false) {
if (this.mouseIsDown && !force) return;
repaint(force = false) {
if (this.mouseIsDown && !force) return;
// Canvas optimization -- it's faster to paint by color than placement.
let byColor = {};
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols; j++) {
let pixel = this.grid[i][j];
// Canvas optimization -- it's faster to paint by color than placement.
let byColor = {};
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols; j++) {
let pixel = this.grid[i][j];
if (!force && !pixel.forceRepaint && pixel.alive === pixel.previousState) {
continue; // No need to repaint if the pixel didn't change
}
let color = pixel.alive ? pixel.lifeStyle : pixel.deathStyle;
if (byColor[color] === undefined) {
byColor[color] = []
}
byColor[color].push([i, j]);
pixel.forceRepaint = false; // Once a pixel is painted, reset it's forced state
}
if (
!force &&
!pixel.forceRepaint &&
pixel.alive === pixel.previousState
) {
continue; // No need to repaint if the pixel didn't change
}
for (let color in byColor) {
this.canvasCtx.fillStyle = color;
for (let [row, col] of byColor[color]) {
this.canvasCtx.fillRect(
col * this.pixelSize,
row * this.pixelSize,
this.pixelSize,
this.pixelSize
);
}
let color = pixel.alive ? pixel.lifeStyle : pixel.deathStyle;
if (byColor[color] === undefined) {
byColor[color] = [];
}
byColor[color].push([i, j]);
pixel.forceRepaint = false; // Once a pixel is painted, reset it's forced state
}
}
/*
for (let color in byColor) {
this.canvasCtx.fillStyle = color;
for (let [row, col] of byColor[color]) {
this.canvasCtx.fillRect(
col * this.pixelSize,
row * this.pixelSize,
this.pixelSize,
this.pixelSize,
);
}
}
}
/*
Paint an individual pixel. This is not used by repaint because of a batch
optimziation. painting an individual pixel does take place when click events
happen.
*/
paintPixel(row, col) {
this.grid[row][col].setPaintStyles(this.canvasCtx);
this.canvasCtx.fillRect(
col * this.pixelSize,
row * this.pixelSize,
this.pixelSize,
this.pixelSize
);
}
paintPixel(row, col) {
this.grid[row][col].setPaintStyles(this.canvasCtx);
this.canvasCtx.fillRect(
col * this.pixelSize,
row * this.pixelSize,
this.pixelSize,
this.pixelSize,
);
}
/* =============
/* =============
Visualizatiuon Modifiers
================ */
/*
/*
Give each entity in the grid an alive style such that when all pixels are alive
the grid would be a rainbow gradient.
*/
setRainbowScheme() {
let rows = this.grid.length;
let cols = this.grid[0].length;
let diagonalLength = Math.sqrt((this.rows * this.rows) + (this.cols * this.cols));
let hueIncrement = 360 / diagonalLength;
setRainbowScheme() {
let rows = this.grid.length;
let cols = this.grid[0].length;
let diagonalLength = Math.sqrt(
this.rows * this.rows + this.cols * this.cols,
);
let hueIncrement = 360 / diagonalLength;
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols; j++) {
let h = Math.floor(Math.sqrt((i * i) + (j * j)) * hueIncrement);
let px = this.grid[i][j];
px.lifeStyle = `hsl(${h}, 100%, 60%)`;
px.deathStyle = `#000000`;
px.forceRepaint = true;
}
}
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols; j++) {
let h = Math.floor(Math.sqrt(i * i + j * j) * hueIncrement);
let px = this.grid[i][j];
px.lifeStyle = `hsl(${h}, 100%, 60%)`;
px.deathStyle = `#000000`;
px.forceRepaint = true;
}
}
}
/*
/*
Give each entity in the specified area of the grid an alive style
such that when all pixels are alive the area would be a rainbow gradient.
*/
setRainbowSchemeWithin(startRow, stopRow, startCol, stopCol) {
let rows = stopRow - startRow;
let cols = stopCol - startCol;
let diagonalLength = Math.sqrt((rows * rows) + (cols * cols));
let hueIncrement = 360 / diagonalLength;
setRainbowSchemeWithin(startRow, stopRow, startCol, stopCol) {
let rows = stopRow - startRow;
let cols = stopCol - startCol;
let diagonalLength = Math.sqrt(rows * rows + cols * cols);
let hueIncrement = 360 / diagonalLength;
for (let i = startRow; i < stopRow; i++) {
for (let j = startCol; j < stopCol; j++) {
let h = Math.floor(Math.sqrt((i * i) + (j * j)) * hueIncrement);
let px = this.grid[i][j];
px.lifeStyle = `hsl(${h}, 100%, 60%)`;
px.deathStyle = `#000000`;
px.forceRepaint = true;
}
}
for (let i = startRow; i < stopRow; i++) {
for (let j = startCol; j < stopCol; j++) {
let h = Math.floor(Math.sqrt(i * i + j * j) * hueIncrement);
let px = this.grid[i][j];
px.lifeStyle = `hsl(${h}, 100%, 60%)`;
px.deathStyle = `#000000`;
px.forceRepaint = true;
}
}
}
/*
/*
set colors to the provided parameters
*/
setPixelColors(lifeStyle, deathStyle) {
this.grid.forEach((row) => {
row.forEach((entity) => {
entity.lifeStyle = lifeStyle;
entity.deathStyle = deathStyle;
entity.forceRepaint = true;
});
});
}
setPixelColors(lifeStyle, deathStyle) {
this.grid.forEach((row) => {
row.forEach((entity) => {
entity.lifeStyle = lifeStyle;
entity.deathStyle = deathStyle;
entity.forceRepaint = true;
});
});
}
/*
/*
Give the board random semi-complementary colors.
*/
setRandomPixelColors() {
let baseHue = randomInteger(1, 360);
let complementaryHue = (baseHue + randomInteger(90, 270) % 360);
this.setPixelColors(`hsl(${baseHue}, 100%, 60%)`, `hsl(${complementaryHue}, 100%, 60%)`)
}
setRandomPixelColors() {
let baseHue = randomInteger(1, 360);
let complementaryHue = baseHue + (randomInteger(90, 270) % 360);
this.setPixelColors(
`hsl(${baseHue}, 100%, 60%)`,
`hsl(${complementaryHue}, 100%, 60%)`,
);
}
/*
/*
Given a bounding box, apply the currently selected rules to ONLY the
pixels within the provided box.
*/
applyColorsWithin(rowStart, rowStop, colStart, colStop, lifeStyle, deathStyle) {
for (let i = rowStart; i < rowStop; i++) {
for (let j = colStart; j < colStop; j++) {
let pixel = this.grid[i][j];
pixel.lifeStyle = lifeStyle;
pixel.deathStyle = deathStyle;
pixel.forceRepaint = true;
}
}
applyColorsWithin(
rowStart,
rowStop,
colStart,
colStop,
lifeStyle,
deathStyle,
) {
for (let i = rowStart; i < rowStop; i++) {
for (let j = colStart; j < colStop; j++) {
let pixel = this.grid[i][j];
pixel.lifeStyle = lifeStyle;
pixel.deathStyle = deathStyle;
pixel.forceRepaint = true;
}
}
}
/*
/*
Give a sopecific area of the board random semi-complementary colors.
*/
applyRandomColorsWithin(rowStart, rowStop, colStart, colStop) {
let baseHue = randomInteger(1, 360);
let complementaryHue = (baseHue + randomInteger(90, 270) % 360);
this.applyColorsWithin(rowStart, rowStop, colStart, `hsl(${baseHue}, 100%, 60%)`, `hsl(${complementaryHue}, 100%, 60%)`)
}
applyRandomColorsWithin(rowStart, rowStop, colStart, colStop) {
let baseHue = randomInteger(1, 360);
let complementaryHue = baseHue + (randomInteger(90, 270) % 360);
this.applyColorsWithin(
rowStart,
rowStop,
colStart,
`hsl(${baseHue}, 100%, 60%)`,
`hsl(${complementaryHue}, 100%, 60%)`,
);
}
/*
/*
Set all the pixels to alive=false
*/
resetLife(chanceOfLife) {
this.grid.forEach((row) => {
row.forEach((pixel) => {
pixel.previousState = pixel.alive;
pixel.alive = Math.random() < chanceOfLife;
});
});
resetLife(chanceOfLife) {
this.grid.forEach((row) => {
row.forEach((pixel) => {
pixel.previousState = pixel.alive;
pixel.alive = Math.random() < chanceOfLife;
});
});
this.repaint();
}
this.repaint();
}
/*
/*
Given a bounding box, apply the currently selected rules to ONLY the
pixels within the provided box.
*/
resetLifeWithin(rowStart, rowStop, colStart, colStop, chanceOfLife = .1) {
for (let i = rowStart; i < rowStop; i++) {
for (let j = colStart; j < colStop; j++) {
let pixel = this.grid[i][j];
if (pixel) {
pixel.previousState = pixel.alive;
pixel.alive = Math.random() < chanceOfLife;
}
}
resetLifeWithin(rowStart, rowStop, colStart, colStop, chanceOfLife = 0.1) {
for (let i = rowStart; i < rowStop; i++) {
for (let j = colStart; j < colStop; j++) {
let pixel = this.grid[i][j];
if (pixel) {
pixel.previousState = pixel.alive;
pixel.alive = Math.random() < chanceOfLife;
}
this.repaint();
}
}
/*
this.repaint();
}
/*
Update the rules for all the pixels
*/
setRules(underpopulation, overpopulation, reproductionMin, reproductionMax) {
this.grid.forEach((row) => {
row.forEach((pixel) => {
pixel.underpopulation = underpopulation;
pixel.overpopulation = overpopulation;
pixel.reproductionMin = reproductionMin;
pixel.reproductionMax = reproductionMax;
});
});
}
setRules(underpopulation, overpopulation, reproductionMin, reproductionMax) {
this.grid.forEach((row) => {
row.forEach((pixel) => {
pixel.underpopulation = underpopulation;
pixel.overpopulation = overpopulation;
pixel.reproductionMin = reproductionMin;
pixel.reproductionMax = reproductionMax;
});
});
}
/*
/*
Swap life and death styles across the center of the grid.
*/
setYinYangMode() {
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols / 2; j++) {
let t = this.grid[i][j].lifeStyle;
this.grid[i][j].lifeStyle = this.grid[i][j].deathStyle;
this.grid[i][j].deathStyle = t;
}
}
this.repaint(true);
setYinYangMode() {
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.cols / 2; j++) {
let t = this.grid[i][j].lifeStyle;
this.grid[i][j].lifeStyle = this.grid[i][j].deathStyle;
this.grid[i][j].deathStyle = t;
}
}
/*
this.repaint(true);
}
/*
Given a bounding box, apply the currently selected rules to ONLY the
pixels within the provided box.
*/
setRulesWithin(rowStart, rowStop, colStart, colStop, underpopulation, overpopulation, reproductionMin, reproductionMax) {
for (let i = rowStart; i < rowStop; i++) {
for (let j = colStart; j < colStop; j++) {
let pixel = this.grid[i][j];
pixel.underpopulation = underpopulation;
pixel.overpopulation = overpopulation;
pixel.reproductionMin = reproductionMin;
pixel.reproductionMax = reproductionMax;
pixel.forceRepaint = true;
}
}
setRulesWithin(
rowStart,
rowStop,
colStart,
colStop,
underpopulation,
overpopulation,
reproductionMin,
reproductionMax,
) {
for (let i = rowStart; i < rowStop; i++) {
for (let j = colStart; j < colStop; j++) {
let pixel = this.grid[i][j];
pixel.underpopulation = underpopulation;
pixel.overpopulation = overpopulation;
pixel.reproductionMin = reproductionMin;
pixel.reproductionMax = reproductionMax;
pixel.forceRepaint = true;
}
}
}
/*
/*
The grid has click, and click-and-drag functionality. Entities define their
own behavior when clicked, and this function ensures the proper entity is
updated when it is clicked (or dragged-over)
*/
registerMouseListeners() {
bindMultipleEventListener(this.canvas, ['mousemove', 'touchmove'], (e) => {
e.preventDefault();
if (this.mouseIsDown) {
let x, y;
if (e.touches) {
let rect = e.target.getBoundingClientRect();
x = Math.floor((e.touches[0].pageX - rect.left) / this.pixelSize);
y = Math.floor((e.touches[0].pageY - rect.top) / this.pixelSize);
}
else {
x = Math.floor(e.offsetX / this.pixelSize);
y = Math.floor(e.offsetY / this.pixelSize);
}
registerMouseListeners() {
bindMultipleEventListener(this.canvas, ["mousemove", "touchmove"], (e) => {
e.preventDefault();
if (this.mouseIsDown) {
let x, y;
if (e.touches) {
let rect = e.target.getBoundingClientRect();
x = Math.floor((e.touches[0].pageX - rect.left) / this.pixelSize);
y = Math.floor((e.touches[0].pageY - rect.top) / this.pixelSize);
} else {
x = Math.floor(e.offsetX / this.pixelSize);
y = Math.floor(e.offsetY / this.pixelSize);
}
this.grid[y][x].handleClick();
this.paintPixel(y, x);
}
});
this.grid[y][x].handleClick();
this.paintPixel(y, x);
}
});
// Capture mouse state for click and drag features
bindMultipleEventListener(this.canvas, ['mousedown', 'touchstart'], (e) => {
e.preventDefault();
let rect = e.target.getBoundingClientRect();
let x, y;
if (e.touches) {
let rect = e.target.getBoundingClientRect();
x = Math.floor((e.touches[0].pageX - rect.left) / this.pixelSize);
y = Math.floor((e.touches[0].pageY - rect.top) / this.pixelSize);
}
else {
x = Math.floor(e.offsetX / this.pixelSize);
y = Math.floor(e.offsetY / this.pixelSize);
}
// Capture mouse state for click and drag features
bindMultipleEventListener(this.canvas, ["mousedown", "touchstart"], (e) => {
e.preventDefault();
let rect = e.target.getBoundingClientRect();
let x, y;
if (e.touches) {
let rect = e.target.getBoundingClientRect();
x = Math.floor((e.touches[0].pageX - rect.left) / this.pixelSize);
y = Math.floor((e.touches[0].pageY - rect.top) / this.pixelSize);
} else {
x = Math.floor(e.offsetX / this.pixelSize);
y = Math.floor(e.offsetY / this.pixelSize);
}
this.grid[y][x].handleClick();
this.paintPixel(y, x);
this.mouseIsDown = true;
});
this.grid[y][x].handleClick();
this.paintPixel(y, x);
this.mouseIsDown = true;
});
bindMultipleEventListener(this.canvas, ['mouseup', 'touchend'], (e) => {
e.preventDefault();
this.mouseIsDown = false;
});
}
bindMultipleEventListener(this.canvas, ["mouseup", "touchend"], (e) => {
e.preventDefault();
this.mouseIsDown = false;
});
}
}
/*
A single pixel within a greater ConwaySimulator. Each ConwayPixel has it's own rules for evolution,
and for performance reason's maintains a list of it's neighbors inside of it's simulator.
@ -395,32 +421,31 @@ export default class ConwaySimulator {
ConwayPixels outside of the ConwaySimulator class is not advised.
*/
class ConwayPixel {
/*
/*
Constuct a default ConwayPixel, which follows the original Game of Life rules.
*/
constructor(alive) {
this.alive = alive;
this.lifeStyle = '#000000';
this.deathStyle = '#FFFFFF';
this.underpopulation = 2;
this.overpopulation = 3;
this.reproductionMin = 3;
this.reproductionMax = 3;
constructor(alive) {
this.alive = alive;
this.lifeStyle = "#000000";
this.deathStyle = "#F5FFFA";
this.underpopulation = 2;
this.overpopulation = 3;
this.reproductionMin = 3;
this.reproductionMax = 3;
// Experimental improvement...
this.neighbors = [];
this.nextState = null;
this.previousState = null;
this.forceRepaint = true;
// Experimental improvement...
this.neighbors = [];
this.nextState = null;
this.previousState = null;
this.forceRepaint = true;
// Reproduction min cannot be more than reproduction max
if (this.reproductionMax < this.reproductionMin) {
this.reproductionMin = this.reproductionMax
}
// Reproduction min cannot be more than reproduction max
if (this.reproductionMax < this.reproductionMin) {
this.reproductionMin = this.reproductionMax;
}
}
/*
/*
In order to process whole rounds at a time, update returns
a replacement entity, it does not edit the entity in place.
@ -438,48 +463,50 @@ class ConwayPixel {
a live cell, as if by reproduction.
*/
prepareUpdate() {
let sum = 0;
let nextState = this.alive;
prepareUpdate() {
let sum = 0;
let nextState = this.alive;
for (let n of this.neighbors) {
if (n.alive && n !== this) sum++;
}
if (nextState && sum < this.underpopulation) {
nextState = false;
}
else if (nextState && sum > this.overpopulation) {
nextState = false;
}
else if (!nextState && sum >= this.reproductionMin && sum <= this.reproductionMax) {
nextState = true;
}
this.nextState = nextState;
for (let n of this.neighbors) {
if (n.alive && n !== this) sum++;
}
/*
if (nextState && sum < this.underpopulation) {
nextState = false;
} else if (nextState && sum > this.overpopulation) {
nextState = false;
} else if (
!nextState &&
sum >= this.reproductionMin &&
sum <= this.reproductionMax
) {
nextState = true;
}
this.nextState = nextState;
}
/*
Advance this pixel to it's nextState.
*/
update() {
this.previousState = this.alive;
this.alive = this.nextState;
this.nextState = null;
}
update() {
this.previousState = this.alive;
this.alive = this.nextState;
this.nextState = null;
}
/*
/*
The calling context infers that a click HAS occured, this is not a mouse;
this is not an event listener.
*/
handleClick() {
this.alive = true;
}
handleClick() {
this.alive = true;
}
/*
/*
Provided with a canvas context, paint ourselves!
*/
setPaintStyles(canvasCtx) {
canvasCtx.fillStyle = this.alive ? this.lifeStyle : this.deathStyle;
}
setPaintStyles(canvasCtx) {
canvasCtx.fillStyle = this.alive ? this.lifeStyle : this.deathStyle;
}
}

View File

@ -1,5 +1,9 @@
.container {
width: 710px;
display: flex;
flex-direction: column;
gap: 24px;
margin: 24px 0px;
}
.header {
@ -49,9 +53,14 @@
gap: 8px;
}
.title-and-nav hr {
margin-bottom: 0;
}
.title-and-gol {
display: flex;
flex-direction: row;
gap: 16px;
align-items: center;
height: 110px;
}
@ -62,6 +71,7 @@
max-width: 250;
margin: 0;
padding: 0;
padding-bottom: 8px;
}
.footer {

35
src/styles/home.css Normal file
View File

@ -0,0 +1,35 @@
.posts {
display: flex;
flex-direction: column;
gap: 48px;
}
.post {
display: flex;
flex-direction: column;
gap: 8px;
}
.post-category {
margin: 0;
padding: 0;
color: #2f4f4f;
}
.post-title {
font-size: var(--h4-desktop);
font-weight: normal;
margin: 0;
padding: 0;
}
.post-summary {
margin: 0;
padding: 0;
}
.post-date {
margin: 0;
padding: 0;
color: gray;
}