feature/optimize #14
@@ -33,6 +33,7 @@
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<mat-icon>play_arrow</mat-icon> {{ 'GOL.START' | translate }}
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</button>
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}
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<p>{{ 'SORTING.EXECUTION_TIME' | translate }}: {{ executionTime }} ms</p>
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</div>
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<div class="grid-size">
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<mat-form-field appearance="outline" class="grid-field">
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@@ -69,6 +70,7 @@
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(keyup.enter)="applySpeed()"
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/>
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</mat-form-field>
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</div>
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<div class="legend">
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<span><span class="legend-color alive"></span> {{ 'GOL.ALIVE' | translate }}</span>
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@@ -84,7 +86,8 @@
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[createNodeFn]="createConwayNode"
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[getNodeColorFn]="getConwayNodeColor"
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[applySelectionFn]="applyConwaySelection"
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(gridChange)="grid = $event"
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[backgroundColor]="'lightgray'"
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(gridChange)="readGrid = $event"
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></app-generic-grid>
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</mat-card-content>
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</mat-card>
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@@ -16,7 +16,7 @@ export const DEFAULT_GRID_ROWS = 50;
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export const DEFAULT_GRID_COLS = 50;
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export const MIN_GRID_SIZE = 20;
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export const MAX_GRID_SIZE = 100;
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export const MAX_GRID_SIZE = 200;
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export const DEFAULT_TIME_PER_GENERATION = 30;
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export const MIN_TIME_PER_GENERATION = 20;
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@@ -54,7 +54,9 @@ export class ConwayGol implements AfterViewInit {
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protected readonly MAX_GRID_SIZE = MAX_GRID_SIZE;
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protected readonly MAX_GRID_PX = MAX_GRID_PX;
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grid: Node[][] = [];
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readGrid: Node[][] = [];
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writeGrid: Node[][] = [];
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executionTime = 0;
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currentScenario: Scenario = Scenario.SIMPLE;
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readonly gameStarted = signal(false);
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@@ -96,45 +98,42 @@ export class ConwayGol implements AfterViewInit {
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};
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getConwayNodeColor = (node: Node): string => {
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if (node.alive) {
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return 'black';
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}
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return 'lightgray';
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return node.alive ? 'black' : 'lightgray';
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};
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applyConwaySelection = (pos: GridPos, grid: Node[][]): void => {
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this.grid = grid; // Keep internal grid in sync
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this.readGrid = grid; // Keep internal grid in sync
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const node = grid[pos.row][pos.col];
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node.alive = !node.alive; // Toggle alive status
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};
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initializeConwayGrid = (grid: Node[][]): void => {
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this.gameStarted.set(false);
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this.grid = grid;
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this.readGrid = grid;
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switch(this.currentScenario) {
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case Scenario.RANDOM: this.setupRandomLives(); break;
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case Scenario.SIMPLE: this.setupSimpleLive(); break;
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case Scenario.PULSAR: this.setupPulsar(); break;
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case Scenario.GUN: this.setupGliderGun(); break;
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}
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this.writeGrid = structuredClone(this.readGrid);
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};
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// --- Conway-specific logic (kept local) ---
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setupRandomLives(): void {
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for (let row = 0; row < this.gridRows; row++) {
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for (let col = 0; col < this.gridCols; col++) {
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this.grid[row][col].alive = Math.random() <= LIVE_SPAWN_PROBABILITY;
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this.readGrid[row][col].alive = Math.random() <= LIVE_SPAWN_PROBABILITY;
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}
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}
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}
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setupSimpleLive(): void {
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this.grid[3][4].alive = true;
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this.grid[4][5].alive = true;
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this.grid[5][3].alive = true;
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this.grid[5][4].alive = true;
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this.grid[5][5].alive = true;
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this.readGrid[3][4].alive = true;
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this.readGrid[4][5].alive = true;
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this.readGrid[5][3].alive = true;
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this.readGrid[5][4].alive = true;
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this.readGrid[5][5].alive = true;
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}
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setupPulsar(): void {
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@@ -181,39 +180,44 @@ export class ConwayGol implements AfterViewInit {
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this.gameStarted.set(true);
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let lifeIsDead = false;
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while (this.gameStarted()){
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let gridClone = structuredClone(this.grid);
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const startTime = performance.now();
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lifeIsDead = true;
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for (let row = 0; row < this.gridRows; row++) {
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for (let col = 0; col < this.gridCols; col++) {
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lifeIsDead = this.checkLifeRules(row, col, gridClone, lifeIsDead);
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lifeIsDead = this.checkLifeRules(row, col, this.writeGrid) && lifeIsDead;
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}
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}
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this.swapGrid(gridClone);
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this.swapGrids();
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const endTime = performance.now();
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this.executionTime = Number.parseFloat((endTime - startTime).toFixed(4));
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if (lifeIsDead){
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this.gameStarted.set(false);
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}
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await this.delay(this.lifeSpeed);
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const delta = Math.max(this.lifeSpeed - this.executionTime, 0);
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await this.delay(delta);
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}
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this.executionTime = 0;
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}
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private checkLifeRules(row: number, col: number, gridClone: Node[][], lifeIsDead: boolean) {
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const itsMe = this.grid[row][col];
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let aliveNeighbors = this.howManyNeighborsAreLiving(row, col);
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if (itsMe.alive && (aliveNeighbors < 2 || aliveNeighbors > 3)) {
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gridClone[row][col].alive = false;
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lifeIsDead = false;
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} else if (!itsMe.alive && aliveNeighbors === 3) {
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gridClone[row][col].alive = true;
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lifeIsDead = false;
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}
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return lifeIsDead;
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private checkLifeRules(row: number, col: number, writeGrid: Node[][]): boolean {
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const currentCell = this.readGrid[row][col];
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const aliveNeighbors = this.howManyNeighborsAreLiving(row, col);
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const oldLifeState = currentCell.alive;
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const nextStateAlive = (currentCell.alive && (aliveNeighbors === 2 || aliveNeighbors === 3)) || (!currentCell.alive && aliveNeighbors === 3);
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writeGrid[row][col].alive = nextStateAlive;
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//only if at least one cell changes the game is still alive
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return (nextStateAlive == oldLifeState);
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}
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private swapGrid(gridClone: Node[][]) {
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this.grid = gridClone;
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private swapGrids() {
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const tmp = this.readGrid;
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this.readGrid = this.writeGrid;
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this.writeGrid = tmp;
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if (this.genericGridComponent) {
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this.genericGridComponent.grid = this.grid;
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this.genericGridComponent.grid = this.readGrid;
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this.genericGridComponent.drawGrid();
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}
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}
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@@ -231,7 +235,7 @@ export class ConwayGol implements AfterViewInit {
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if (nRow == row && nCol == col) {
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continue;
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}
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if (this.grid[nRow][nCol].alive) {
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if (this.readGrid[nRow][nCol].alive) {
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aliveNeighborCount++;
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}
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}
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@@ -250,7 +254,7 @@ export class ConwayGol implements AfterViewInit {
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private setAlive(r: number, c: number): void {
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if (r >= 0 && r < this.gridRows && c >= 0 && c < this.gridCols) {
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this.grid[r][c].alive = true;
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this.readGrid[r][c].alive = true;
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}
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}
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}
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@@ -73,6 +73,7 @@
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[createNodeFn]="createPathfindingNode"
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[getNodeColorFn]="getPathfindingNodeColor"
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[applySelectionFn]="applyPathfindingSelection"
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[backgroundColor]="'lightgray'"
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(gridChange)="grid = $event"
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></app-generic-grid>
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</mat-card-content>
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@@ -136,7 +136,6 @@ export class SortingComponent implements OnInit {
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const endTime = performance.now();
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this.executionTime = Number.parseFloat((endTime - startTime).toFixed(4));
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console.log(snapshots.length);
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this.animateSorting(snapshots);
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}
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@@ -21,6 +21,7 @@ export class GenericGridComponent implements AfterViewInit {
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@Input() minGridSize: number = 5;
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@Input() maxGridSize: number = 50;
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@Input() drawNodeBorderColor: string = '#ccc';
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@Input() backgroundColor: string = 'lightgray';
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// Callbacks from parent component
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@Input() createNodeFn!: (row: number, col: number) => any;
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@@ -99,19 +100,70 @@ export class GenericGridComponent implements AfterViewInit {
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}
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drawGrid(): void {
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this.ctx.clearRect(0, 0, this.canvas.nativeElement.width, this.canvas.nativeElement.height);
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if (!this.ctx || !this.grid.length) return;
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const width = this.canvas.nativeElement.width;
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const height = this.canvas.nativeElement.height;
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const size = this.nodeSize;
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this.ctx.fillStyle = this.backgroundColor;
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this.ctx.fillRect(0, 0, width, height);
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this.ctx.fillStyle = 'black';
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for (let row = 0; row < this.gridRows; row++) {
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for (let col = 0; col < this.gridCols; col++) {
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this.drawNode(this.grid[row][col]);
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const node = this.grid[row][col];
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const color = this.getNodeColorFn(node);
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if (color !== this.backgroundColor) {
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if (this.ctx.fillStyle !== color) {
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this.ctx.fillStyle = color;
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}
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const x = col * this.nodeSize;
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const y = row * this.nodeSize;
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this.ctx.fillRect(x, y, this.nodeSize, this.nodeSize);
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}
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}
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}
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if (size > 2) {
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this.drawGridLines(width, height);
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}
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}
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private drawGridLines(width: number, height: number): void {
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this.ctx.beginPath();
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this.ctx.strokeStyle = this.drawNodeBorderColor;
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this.ctx.lineWidth = 1;
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for (let col = 0; col <= this.gridCols; col++) {
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const x = col * this.nodeSize;
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this.ctx.moveTo(x, 0);
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this.ctx.lineTo(x, height);
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}
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for (let row = 0; row <= this.gridRows; row++) {
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const y = row * this.nodeSize;
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this.ctx.moveTo(0, y);
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this.ctx.lineTo(width, y);
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}
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this.ctx.stroke();
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}
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drawNode(node: any): void {
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this.ctx.fillStyle = this.getNodeColorFn(node);
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this.ctx.fillRect(node.col * this.nodeSize, node.row * this.nodeSize, this.nodeSize, this.nodeSize);
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this.ctx.strokeStyle = this.drawNodeBorderColor;
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this.ctx.strokeRect(node.col * this.nodeSize, node.row * this.nodeSize, this.nodeSize, this.nodeSize);
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if (this.nodeSize > 4) {
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this.ctx.strokeStyle = this.drawNodeBorderColor;
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this.ctx.strokeRect(node.col * this.nodeSize, node.row * this.nodeSize, this.nodeSize, this.nodeSize);
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}
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}
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private getContextOrThrow(): CanvasRenderingContext2D {
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Reference in New Issue
Block a user