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import { draw } from './canvas.js';
import { create_team, create_epoch, update_epoch } from '../simulation/game.js';
const start_teams = [...Array(5)].map(x => create_team(8, 50, 50));
let epoch = create_epoch(60, start_teams);
function draw_cell(ctx, x, y, cell) {
ctx.fillStyle = (() => {
switch (cell.type) {
case 'empty':
return '#ffffff';
case 'immutable':
return '#0000ff';
case 'mutable':
return '#555555';
case 'active':
return '#000000';
case 'flag':
return '#ffff00';
default:
return '#00ff00';
}
})();
ctx.fillRect(x, y, 1, 1);
}
function draw_agent(ctx, agent) {
ctx.beginPath();
ctx.fillStyle = '#ff0000';
const { x, y } = agent;
ctx.arc(x+.5, y+.5, .5, 0, 2*Math.PI);
ctx.fill();
}
function render(canvas) {
draw(canvas, epoch.size, (ctx) => {
for (let y=0; y<epoch.size; y++) {
for (let x=0; x<epoch.size; x++) {
draw_cell(ctx, x, y, epoch.game.world.lattice[y][x]);
}
}
epoch.game.world.agents.forEach(a => draw_agent(ctx, a));
});
}
function update(canvas) {
console.log('update');
epoch = update_epoch(epoch);
render(canvas);
setTimeout(() => update(canvas), 1);
}
function main() {
const canvas = document.getElementById('canvas');
window.onresize = () => {
const size = 0.95*window.innerWidth
canvas.width = size;
canvas.height = size;
render(canvas);
}
window.onresize();
console.log("c:");
update(canvas);
}
window.onload = main;
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