feat: add sample content and styling
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@ -22,3 +22,4 @@ pnpm-debug.log*
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# jetbrains setting folder
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.idea/
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TODO
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@ -18,7 +18,7 @@
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<div>
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<ul class="nav-links undecorated-anchor">
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<li><a href="#">Teknik</a></li>
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<li><a href="#">Felsefi</a></li>
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<li><a href="#">Fikir</a></li>
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<li><a href="#">Babür'ün Serüvenleri</a></li>
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<li><a href="#">Ansiklopedi</a></li>
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</ul>
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@ -1,6 +1,8 @@
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---
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title: "Atatürk ve Demokratik Türkiye"
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summary: Halil İnalcık'ın kaleminden Türkiye Cumhuriyet'nin kuruluş hikayesi ve inkılapların toplumdaki akisleri.
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summary: Halil İnalcık'ın kaleminden Türkiye Cumhuriyet'nin kuruluş hikayesi ve Atatürk inkılaplarının toplumdaki akisleri.
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category: Kitap İncelemesi
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date: 2024-03-15
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tags:
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- kitap
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- atatürk
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@ -1,6 +1,8 @@
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---
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title: "5. Bölüm: Kaptan ile Mücadele"
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summary: "Babür'ün önünde yalnızca tek bir engel kalmıştır: Komutan."
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category: Öykü
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date: 2024-03-03
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tags:
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- babür
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---
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@ -1,6 +1,8 @@
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---
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title: "Bir Komponentin Serüveni: Astro"
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summary: Yazdığınız komponentlere ne olur? Bu yazıda Astro komponentlerinin serüvenlerin bir göz atıyoruz!
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category: Teknik Yazı
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date: 2024-04-01
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tags:
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- astro
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- javascript
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@ -1,15 +1,16 @@
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// 1. Import utilities from `astro:content`
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import { z, defineCollection } from "astro:content";
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// 2. Define your collection(s)
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const teknikCollection = defineCollection({
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const blogCollection = defineCollection({
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type: "content",
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schema: z.object({
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title: z.string(),
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summary: z.string(),
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tags: z.array(z.string()),
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summary: z.string(),
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date: z.date(),
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category: z.enum(["Kitap İncelemesi", "Teknik Yazı", "Öykü"]),
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}),
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});
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export const collections = {
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teknik: teknikCollection,
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blog: blogCollection,
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};
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@ -23,11 +23,16 @@ const { title } = Astro.props;
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<style is:global>
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:root {
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--h1-desktop: 3.815rem;
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--h2-desktop: 3.052rem;
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--h3-desktop: 2.441rem;
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--h4-desktop: 1.953rem;
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--h5-desktop: 1.563rem;
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--h6-desktop: 1.25rem;
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--small-desktop: 0.8rem;
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font-size: 18px;
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font-family: "Gill Sans", "Gill Sans MT", Calibri, "Trebuchet MS",
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sans-serif;
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background-color: #f5fffa;
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}
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body {
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display: flex;
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@ -2,17 +2,37 @@
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import Header from "../components/Header.astro";
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import Footer from "../components/Footer.astro";
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import Layout from "../layouts/Layout.astro";
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import "../styles/gol.css";
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import "../styles/header.css";
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import "../styles/home.css";
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import { getCollection, getEntry } from 'astro:content';
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import { getCollection, getEntry } from "astro:content";
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const allTeknikPosts = await getCollection('teknik')
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const allTeknikPosts = await getCollection("blog");
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---
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<Layout title="log101">
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<div class="container">
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<Header />
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{allTeknikPosts.map(p => <p>{p.data.summary}</p>)}
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<div class="posts">
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{
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allTeknikPosts
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.sort((p1, p2) => p2.data.date.getTime() - p1.data.date.getTime())
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.map((p) => (
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<div class="post">
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<p class="post-category">{p.data.category}</p>
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<h4 class="post-title">{p.data.title}</h4>
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<p class="post-date">
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{p.data.date.toLocaleDateString("tr-TR", {
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day: "numeric",
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month: "long",
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year: "numeric",
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})}
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</p>
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<p class="post-summary">{p.data.summary}</p>
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</div>
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))
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}
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</div>
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<Footer />
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</div>
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</Layout>
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@ -1,392 +1,418 @@
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import { heavyWeightSpaceshipCell } from './utils'
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import { heavyWeightSpaceshipCell } from "./utils";
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/*
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A wrapper for an HTML <canvas> based visualizatiuon of Conway's Game of Life.
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*/
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export default class ConwaySimulator {
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/*
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/*
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Create a new simulation. A simulation is comprised of a
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2D data grid (rows-by-cols) of ConwayPixels, a canvas element,
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and a canvas context.
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*/
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constructor(rows, cols, pixelSize, interRoundDelay) {
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this.rows = rows;
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this.cols = cols;
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this.pixelSize = pixelSize;
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this.interRoundDelay = interRoundDelay;
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this.mouseIsDown = false;
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this.paused = false;
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this.intervalId = null;
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constructor(rows, cols, pixelSize, interRoundDelay) {
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this.rows = rows;
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this.cols = cols;
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this.pixelSize = pixelSize;
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this.interRoundDelay = interRoundDelay;
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this.mouseIsDown = false;
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this.paused = false;
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this.intervalId = null;
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// Make the grid
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this.grid = [];
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for (let i = 0; i < rows; i++) {
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this.grid.push([]);
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for (let j = 0; j < cols; j++) {
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let alive = heavyWeightSpaceshipCell(j, i)
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this.grid[i].push(new ConwayPixel(alive));
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}
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}
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// Inform each pixel who it's neighbors are (performance optimization)
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for (let i = 0; i < this.rows; i++) {
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for (let j = 0; j < this.cols; j++) {
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this.grid[i][j].neighbors = this.getNeighbors(i, j);
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}
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}
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// Setup the canvas
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let width = this.pixelSize * this.cols
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let height = this.pixelSize * this.rows
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this.canvas = document.createElement('canvas');
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this.canvas.width = width;
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this.canvas.height = height;
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this.canvasCtx = this.canvas.getContext('2d', { alpha: true });
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// Make the grid
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this.grid = [];
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for (let i = 0; i < rows; i++) {
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this.grid.push([]);
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for (let j = 0; j < cols; j++) {
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let alive = heavyWeightSpaceshipCell(j, i);
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this.grid[i].push(new ConwayPixel(alive));
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}
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}
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/*
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// Inform each pixel who it's neighbors are (performance optimization)
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for (let i = 0; i < this.rows; i++) {
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for (let j = 0; j < this.cols; j++) {
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this.grid[i][j].neighbors = this.getNeighbors(i, j);
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}
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}
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// Setup the canvas
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let width = this.pixelSize * this.cols;
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let height = this.pixelSize * this.rows;
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this.canvas = document.createElement("canvas");
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this.canvas.width = width;
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this.canvas.height = height;
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this.canvasCtx = this.canvas.getContext("2d", { alpha: true });
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}
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/*
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Starts the simulation via setInterval if it's not running
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*/
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start() {
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if (this.intervalId) {
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return;
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}
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this.intervalId = setInterval(() => {
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this.advanceRound();
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this.repaint();
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}, this.interRoundDelay);
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start() {
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if (this.intervalId) {
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return;
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}
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/*
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this.intervalId = setInterval(() => {
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this.advanceRound();
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this.repaint();
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}, this.interRoundDelay);
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}
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/*
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If the simulation is running, stop it using clearInterval
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*/
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stop() {
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if (this.intervalId) {
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clearInterval(this.intervalId);
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this.intervalId = null;
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}
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stop() {
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if (this.intervalId) {
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clearInterval(this.intervalId);
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this.intervalId = null;
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}
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}
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/*
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/*
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Return the neighbors of a particular grid location
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*/
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getNeighbors(row, col) {
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let neighbors = [];
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for (let i = row - 1; i <= row + 1; i++) {
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for (let j = col - 1; j <= col + 1; j++) {
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if (i === row && j === col) continue;
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if (this.grid[i] && this.grid[i][j]) {
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neighbors.push(this.grid[i][j]);
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}
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}
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getNeighbors(row, col) {
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let neighbors = [];
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for (let i = row - 1; i <= row + 1; i++) {
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for (let j = col - 1; j <= col + 1; j++) {
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if (i === row && j === col) continue;
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if (this.grid[i] && this.grid[i][j]) {
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neighbors.push(this.grid[i][j]);
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}
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return neighbors;
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}
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}
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/*
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return neighbors;
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}
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/*
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Update the grid according to the rules for each SimEntity
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*/
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advanceRound() {
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if (this.mouseIsDown) return;
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advanceRound() {
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if (this.mouseIsDown) return;
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// First prepare each pixel (give it a next state)
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for (let i = 0; i < this.rows; i++) {
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for (let j = 0; j < this.cols; j++) {
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this.grid[i][j].prepareUpdate();
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}
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}
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// Then actually advance them, once all the new states are computed
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for (let i = 0; i < this.rows; i++) {
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for (let j = 0; j < this.cols; j++) {
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this.grid[i][j].update();
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}
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}
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// First prepare each pixel (give it a next state)
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for (let i = 0; i < this.rows; i++) {
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for (let j = 0; j < this.cols; j++) {
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this.grid[i][j].prepareUpdate();
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}
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}
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/*
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// Then actually advance them, once all the new states are computed
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for (let i = 0; i < this.rows; i++) {
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for (let j = 0; j < this.cols; j++) {
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this.grid[i][j].update();
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}
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}
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}
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/*
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Optimized repaint that only updates pixels that have changed, and paints
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in batches by color. Using force will repaint all pixels regardless of their
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state/previousState/nextState, which is slower.
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*/
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repaint(force = false) {
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if (this.mouseIsDown && !force) return;
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repaint(force = false) {
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if (this.mouseIsDown && !force) return;
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// Canvas optimization -- it's faster to paint by color than placement.
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let byColor = {};
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for (let i = 0; i < this.rows; i++) {
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for (let j = 0; j < this.cols; j++) {
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let pixel = this.grid[i][j];
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// Canvas optimization -- it's faster to paint by color than placement.
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let byColor = {};
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for (let i = 0; i < this.rows; i++) {
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for (let j = 0; j < this.cols; j++) {
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let pixel = this.grid[i][j];
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if (!force && !pixel.forceRepaint && pixel.alive === pixel.previousState) {
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continue; // No need to repaint if the pixel didn't change
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}
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let color = pixel.alive ? pixel.lifeStyle : pixel.deathStyle;
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if (byColor[color] === undefined) {
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byColor[color] = []
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}
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byColor[color].push([i, j]);
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pixel.forceRepaint = false; // Once a pixel is painted, reset it's forced state
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}
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if (
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!force &&
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!pixel.forceRepaint &&
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pixel.alive === pixel.previousState
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) {
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continue; // No need to repaint if the pixel didn't change
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}
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for (let color in byColor) {
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this.canvasCtx.fillStyle = color;
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for (let [row, col] of byColor[color]) {
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this.canvasCtx.fillRect(
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col * this.pixelSize,
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row * this.pixelSize,
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this.pixelSize,
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this.pixelSize
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);
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}
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let color = pixel.alive ? pixel.lifeStyle : pixel.deathStyle;
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if (byColor[color] === undefined) {
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byColor[color] = [];
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}
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byColor[color].push([i, j]);
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pixel.forceRepaint = false; // Once a pixel is painted, reset it's forced state
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}
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}
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/*
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for (let color in byColor) {
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this.canvasCtx.fillStyle = color;
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for (let [row, col] of byColor[color]) {
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this.canvasCtx.fillRect(
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col * this.pixelSize,
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row * this.pixelSize,
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this.pixelSize,
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this.pixelSize,
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);
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}
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}
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}
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/*
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Paint an individual pixel. This is not used by repaint because of a batch
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optimziation. painting an individual pixel does take place when click events
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happen.
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*/
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paintPixel(row, col) {
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this.grid[row][col].setPaintStyles(this.canvasCtx);
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this.canvasCtx.fillRect(
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col * this.pixelSize,
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row * this.pixelSize,
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this.pixelSize,
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this.pixelSize
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);
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}
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paintPixel(row, col) {
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this.grid[row][col].setPaintStyles(this.canvasCtx);
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this.canvasCtx.fillRect(
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col * this.pixelSize,
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row * this.pixelSize,
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this.pixelSize,
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this.pixelSize,
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);
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}
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/* =============
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/* =============
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Visualizatiuon Modifiers
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================ */
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/*
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/*
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Give each entity in the grid an alive style such that when all pixels are alive
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the grid would be a rainbow gradient.
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*/
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setRainbowScheme() {
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let rows = this.grid.length;
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let cols = this.grid[0].length;
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let diagonalLength = Math.sqrt((this.rows * this.rows) + (this.cols * this.cols));
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let hueIncrement = 360 / diagonalLength;
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setRainbowScheme() {
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let rows = this.grid.length;
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let cols = this.grid[0].length;
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let diagonalLength = Math.sqrt(
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this.rows * this.rows + this.cols * this.cols,
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);
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let hueIncrement = 360 / diagonalLength;
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for (let i = 0; i < this.rows; i++) {
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for (let j = 0; j < this.cols; j++) {
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let h = Math.floor(Math.sqrt((i * i) + (j * j)) * hueIncrement);
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let px = this.grid[i][j];
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px.lifeStyle = `hsl(${h}, 100%, 60%)`;
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px.deathStyle = `#000000`;
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px.forceRepaint = true;
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}
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}
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for (let i = 0; i < this.rows; i++) {
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for (let j = 0; j < this.cols; j++) {
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let h = Math.floor(Math.sqrt(i * i + j * j) * hueIncrement);
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let px = this.grid[i][j];
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px.lifeStyle = `hsl(${h}, 100%, 60%)`;
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px.deathStyle = `#000000`;
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px.forceRepaint = true;
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}
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}
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}
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/*
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/*
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Give each entity in the specified area of the grid an alive style
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such that when all pixels are alive the area would be a rainbow gradient.
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*/
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setRainbowSchemeWithin(startRow, stopRow, startCol, stopCol) {
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let rows = stopRow - startRow;
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let cols = stopCol - startCol;
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let diagonalLength = Math.sqrt((rows * rows) + (cols * cols));
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let hueIncrement = 360 / diagonalLength;
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setRainbowSchemeWithin(startRow, stopRow, startCol, stopCol) {
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let rows = stopRow - startRow;
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let cols = stopCol - startCol;
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let diagonalLength = Math.sqrt(rows * rows + cols * cols);
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let hueIncrement = 360 / diagonalLength;
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for (let i = startRow; i < stopRow; i++) {
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for (let j = startCol; j < stopCol; j++) {
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let h = Math.floor(Math.sqrt((i * i) + (j * j)) * hueIncrement);
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let px = this.grid[i][j];
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px.lifeStyle = `hsl(${h}, 100%, 60%)`;
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px.deathStyle = `#000000`;
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px.forceRepaint = true;
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}
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}
|
||||
for (let i = startRow; i < stopRow; i++) {
|
||||
for (let j = startCol; j < stopCol; j++) {
|
||||
let h = Math.floor(Math.sqrt(i * i + j * j) * hueIncrement);
|
||||
let px = this.grid[i][j];
|
||||
px.lifeStyle = `hsl(${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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
35
src/styles/home.css
Normal 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;
|
||||
}
|
Loading…
Reference in New Issue
Block a user