structure game View
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8 changed files with 96 additions and 8 deletions
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@ -16,8 +16,6 @@ class GameField {
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([key, [live, neighbors]]) =>
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(this.map[key] = cellStream(live, neighbors))
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);
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// instead of implementing multiple GameFields, clear irrelevant keys and expand Game Field as needed
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// discrete Field expansion should only happen in View (to keep view fields centered)
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}
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}
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@ -30,7 +28,7 @@ class FieldStream extends Stream {
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}
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addLiveNeighbor(key) {
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if (this.map[key] === undefined) {
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this.map[key] = new cellStream(false);
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this.map[key] = cellStream(false);
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}
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this.map[key].addLiveNeighbor();
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}
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@ -75,13 +73,11 @@ const fieldStream = ({ fieldArray, fieldMap }) => {
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};
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// wrapper for fieldStream
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// -- .next => calls .next.next on fieldStream to advance one generation
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// -- .reset => instantiates new fieldStream
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// -- .toggle(cell) => manually toggles cell state
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// instantiate table (orientation of major and minor axis dependent on viewport)
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// const gameFields = new Array(1).fill(new GameField({}));
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// const container = document.getElementById("game-field");
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module.exports = {
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GameField,
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60
src/components/GameFieldTable.js
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60
src/components/GameFieldTable.js
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@ -0,0 +1,60 @@
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const css = require("../styles/gameField.css");
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const { fieldStream } = require("./GameField");
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const tableEl = document.getElementById("game-field");
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const majorAxis = 55;
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const minorAxis = 7;
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const constructTd = (key, alive) => `<td id=${key} data-alive=${alive}></td>`;
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const generateTable = (horizontal = false) => {
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new Array(minorAxis).fill("").forEach((_, x) => {
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const rowEl = document.createElement("tr");
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new Array(majorAxis)
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.fill("")
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.forEach((_, y) => (rowEl.innerHTML += constructTd(`${x},${y}`, false)));
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tableEl.appendChild(rowEl);
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});
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};
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const parseSeed = (seed) => ({
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fieldArray: [
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[0, 1, 0],
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[0, 0, 1],
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[1, 1, 1],
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],
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});
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const fieldView = (seed) => {
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fieldArray = parseSeed(seed);
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generateTable(true);
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const field = fieldStream(fieldArray);
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return {
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field,
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view: Object.entries(field.map)
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.map(([key, cell]) => [key, document.getElementById(key), cell.living])
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.reduce((obj, [key, el, living]) => {
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obj[key] = el;
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el.dataset.alive = living;
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return obj;
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}, {}),
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updateView() {
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// if !view[key] expandView()
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// for all cells update `#${key}` with data-alive=`${living}`
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},
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reset() {},
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advance() {
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// this.field.next.next;
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// this.updateView();
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},
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play(rate) {
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// loop with timeout based on rate
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},
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handleClick(e) {
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// toggle single cell
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},
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};
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};
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module.exports = {
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fieldView,
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};
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@ -1,8 +1,9 @@
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import reset from "./styles/reset.css";
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import css from "./styles/style.css";
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// import Controls from './components/Controls';
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const { GameField } = require("./components/GameField");
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const { fieldView } = require("./components/GameFieldTable");
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(() => console.log("hello world!"))();
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window.game = fieldView();
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// controls
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// -- state=idle ?
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// ---- rewind runs through gameHistory to current state - 1 step
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18
src/styles/gameField.css
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18
src/styles/gameField.css
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@ -0,0 +1,18 @@
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tr{
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height: 100%;
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width: 100%;
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}
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td {
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height: 1vmin;
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width: 1vmin;
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border: 0.3vmin solid #444;
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}
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td[data-alive="true"] {
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background: #bdb;
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}
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td[data-alive="false"] {
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background: #111;
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}
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@ -3,6 +3,10 @@
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License: none (public domain)
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*/
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* {
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box-sizing: border-box;
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}
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html, body, div, span, applet, object, iframe,
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h1, h2, h3, h4, h5, h6, p, blockquote, pre,
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a, abbr, acronym, address, big, cite, code,
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@ -17,3 +17,7 @@ main, aside {
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height: 100%;
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width: 100%;
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}
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main {
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overflow: scroll;
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}
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@ -257,6 +257,7 @@ describe("fieldStream.next tests oscillators, spaceships", () => {
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expect(streamBlinker.next.next.map[key].living).toEqual(live);
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});
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});
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[
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["0,0", false],
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["0,1", true],
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