forked from monnerat/web_2024
les voyages forment la jeunesse
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R4.01_R4.A.10
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R4.01_R4.A.10/README.md
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## Ressources R4.01 + R4.A.10
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#### Semaine 1
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[Compléments de javascript](cours/jscomp.pdf) javascript, [tp1](./td_tp/tp1)
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R4.01_R4.A.10/cours/jscomp.pdf
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R4.01_R4.A.10/cours/jscomp.pdf
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R4.01_R4.A.10/td_tp/tp1/README.md
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# TP javascript : bases du langages.
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Un peu [d'aide](./aide.md).
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#### Ex1 : fourmi de Langton
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Une fourmi, assimilable à un petit automate, se promène sur une grille de points colorés;
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pour commencer, tous les points sont blancs.
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- la fourmi est initialement placée au centre de la grille. Elle se déplace dans les quatre directions cardinales. Initialement, elle va vers l'est.
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- A chaque pas, elle se déplace d'une case dans sa direction. Son parcours est dicté par les deux règles suivantes :
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- Si la case atteinte est noire, elle la repeint en blanc, et tourne de 90° à gauche.
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- Si la case est blanche, elle la repeint en noire, et tourne de 90° à droite.
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- Elle continue son chemin en suivant ces règles.
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<div align="center">
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_Les 9 premiers pas de la fourmi_<br>
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<img src="./img/fourmi.png">
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</div>
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Vous disposez de [sources](./src/langton) que vous allez compléter. En particulier, il y a 2 modules :
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>- une classe **Ant** qui représente l'univers : la fourmi, et les tuiles sur lesquelles elle se déplace.
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>- une fonction **render** qui gére l'affichage graphique.
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- La fourmi a une position sur la grille, ainsi qu'une direction. La direction sera codée par un entier (angle 0,90,180 ou 270).
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- Les tuiles sont repréntées par un tableau à 2 dimensions. Chaque tuile a 2 valeurs possibles (0 ou 1).
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1. Complétez le code de la classe `Ant`.
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2. Complétez le code de `app.js`.
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3. Ajoutez un bouton qui permet de réinitialiser la simulation.
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<div align="center">
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<img src="./img/langton.png">
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</div>
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#### Ex2 : fourmi de Langton
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On peut complexifier et généraliser la fourmi précédente, et les règles d'évolution de l'automate correspondant : la fourmi, et les tuiles peuvent avoir
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un nombre quelconque d'états. Les règles de l'automate sont alors décrites par une table de transition.
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Exemple 1 : on donne la table de transition suivante (T désigne la tuile, a la fourmi) à 2 états pour la fourmi, et 2 états pour les tuiles.
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| | T: 0 | T: 1 |
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|------|-----------|-----------|
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| a: 0 | (1,0,1) | (0,90,1) |
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| a: 1 | (0,-90,1) | (1,0,1) |
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Chaque triplet représente (Ant State Change, Ant Direction Change, Tile State Change). Ainsi,
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- (1,90,0) => on incrémente 1 à l'état de la fourmi, 90 à sa direction, et 0 à l'état de la tuile.
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- (0,-90,1) => on incrémente 0 à l'état de la fourmi, -90 à sa direction, et 1 à l'état de la tuile.
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Les incrémentations se font modulo le nombre d'états possibles.
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Avec cet automate, on obtient la figure :
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<div align="center">
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<img src="./img/langton1.png">
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</div>
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Par commodité, on note la table de transition précédente simplement :
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```
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(1,0,1) (0,90,1)
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(0,-90,1) (1,0,1)
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```
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1. Modifiez le code de l'exerice 1 de manière à pouvoir simuler l'automate ci-dessus. Votre solution doit pouvoir permettre une simulation quelconque.
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Quelle est la table correspondante à la fourmi de la première partie du tp ?
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2. Testez avec
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```
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(1,90,0) (0,-90,1)
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(0,-90,1) (1,90,1)
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```
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<div align="center">
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<img src="./img/langton2.png">
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</div>
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3. Testez avec
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```
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(1, 0, 1) (0, 90, 0)
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(0, -90, 1) (1, 0, 1)
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```
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#### Ex3 : manipulation de tableaux et opérations `filter`, `map` et `reduce`
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1. Complétez le [source](./src/array/) `array.html`.
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2. Complétez le [source](./src/array) `minmax.html`.
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3. La fonction `minmax` renvoie un tableau. Modifiez-là en renvoyant un objet
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```js
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{ 'min' : ...,
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'max' : ...
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}
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```
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4. Utilisez la fonction `reduce` pour le calcul du minimum **et** du maximum.
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R4.01_R4.A.10/td_tp/tp1/aide.md
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#### Élement d'un document
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```js
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let x = document.getElementById(MOVE_VAL_ID)
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let images = document.querySelectorAll('img')
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```
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#### Changer le contenu texte d'un élément
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```js
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document.getElementById('message').textContent = "hello world !"
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```
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#### Nombre aléatoire
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```js
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let r=Math.random();
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if (r<0.5)
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console.log("Face");
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else
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console.log("Pile");
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```
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#### Timers
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```js
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setTimeout(()=>console.log("3 secondes écoulées"),3000);
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let i = setInterval(
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() => {
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let d = (new Date()).toLocaleTimeString();
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document.getElementById("time").innerText = d;
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},
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1000)
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setTimeout(()=>clearInterval(i),10000);
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```
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#### Réponse à un événement
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```js
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// inline DOM 0
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img.onclick = function(){ console.log("clicked !")}
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// DOM >= 2
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img.addEventListener("click",()=>console.log("clicked"));
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```
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#### Itération d'un tableau
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```js
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let a = [1,2,3];
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// forEach
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a.forEach( elem => console.log(elem));
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// for ... of
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// valable pour tous les itérables
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// Array, Map, Set, String, etc.
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for (let elem of a){
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console.log(elem);
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}
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```
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#### Tri d'un tableau
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```js
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const activities = [
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{ title: 'Hiking', date: new Date('2019-06-28') },
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{ title: 'Shopping', date: new Date('2019-06-10') },
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{ title: 'Trekking', date: new Date('2019-06-22') }
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]
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const sortedActivities = activities.sort((a, b) => b.date - a.date);
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```
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#### Itération d'un tableau avec map, filter, reduce et find.
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```js
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// map
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const items = ['a', 'b', 'c']
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const newArray = items.map((item) => performSomething(item))
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const newArray = items.map(performSomething)
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// find
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const items = [
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{ name: 'a', content: { /* ... */ }},
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{ name: 'b', content: { /* ... */ }},
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{ name: 'c', content: { /* ... */ }}
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]
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const b = items.find((item) => item.name === 'b')
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//reduce
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const items = [
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{ name: 'a', content: { value: 1 }},
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{ name: 'b', content: { value: 2 }},
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{ name: 'c', content: { value: 3 }}
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]
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const count = items.reduce((result, elem ) => result + elem.content.value, 0)
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// en decomposant l'objet !
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const count = items.reduce((result, { content: { value } }) => result + value, 0)
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```
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#### Division d'une chaîne de caractères avec split
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```js
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const str = 'a,b,c,d,e'
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const l = str.split(',')
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// l = [ "a","b","c","d","e"]
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```
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R4.01_R4.A.10/td_tp/tp1/img/fourmi.png
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R4.01_R4.A.10/td_tp/tp1/img/langton.png
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R4.01_R4.A.10/td_tp/tp1/img/langton1.png
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R4.01_R4.A.10/td_tp/tp1/img/langton2.png
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R4.01_R4.A.10/td_tp/tp1/src.tar.gz
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R4.01_R4.A.10/td_tp/tp1/src/array/array.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="initial-scale=1,witdh=device-width">
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<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/bulma@0.9.4/css/bulma.min.css">
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<script src="graph.js" type="text/javascript"></script>
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<script>
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window.onload = (()=>{
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let array = Array.from({length: 15}, () => -10 + Math.floor(Math.random() * 21));
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graph('graph1', array)
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graph('graph2', /* completer */)
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graph('graph3', /* completer */)
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graph('graph4', /* completer */)
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})
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</script>
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</head>
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<body class="m-6">
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<main class="container">
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<section class="columns is-multiline">
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<div class="column is-6">
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<h2 class="title is-2">Simple Array</h2>
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<canvas id="graph1" width="500" height="400"></canvas>
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</div>
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<div class="column is-6">
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<h2 class="title is-2">Add 3 (using map)</h2>
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<canvas id="graph2" width="500" height="400"></canvas>
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</div>
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<div class="column is-6">
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<h2 class="title is-2">Sorted</h2>
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<canvas id="graph3" width="500" height="400"></canvas>
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</div>
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<div class="column is-6">
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<h2 class="title is-2">Filtered (positives values)</h2>
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<canvas id="graph4" width="500" height="400"></canvas>
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</div>
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</section>
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</main>
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</body>
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</html>
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R4.01_R4.A.10/td_tp/tp1/src/array/graph.js
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"use strict";
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const colors = [
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'#00429d', '#204fa3', '#325da9', '#406aaf', '#4e78b5', '#5a86bb',
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'#6694c1', '#73a2c6', '#80b1cc', '#8ebfd1', '#9dced6', '#addcda',
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'#c0eade', '#d8f6e1', '#ffffe0'
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]
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function graph(canvasId, array) {
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if (array.length == 0) {
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throw "array.length == 0"
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}
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var min = array.reduce(function(a, b) { return (a < b)? a: b; })
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var max = array.reduce(function(a, b) { return (a < b)? b: a; })
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var canvas = document.getElementById(canvasId)
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var context = canvas.getContext("2d")
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context.clearRect(0, 0, canvas.width, canvas.height)
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context.beginPath()
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context.strokeStyle = "black"
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context.moveTo(0, canvas.height / 2)
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context.lineTo(canvas.width, canvas.height / 2)
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context.stroke()
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array.forEach(function(v, i) {
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context.fillStyle = colors[(i) % colors.length]
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context.fillRect((i + 0.1) * canvas.width / array.length, canvas.height / 2, 0.8 * canvas.width / array.length, v * canvas.height / (min - max) / 2)
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context.strokeText(v, (i + 0.4)* canvas.width / array.length, canvas.height /10)
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})
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}
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R4.01_R4.A.10/td_tp/tp1/src/array/minmax.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<link rel="stylesheet" href="http://www.iut-fbleau.fr/css/tacit.css">
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</head>
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<body class="m-6">
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<main class="container">
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<h2 class="title is-2">Random Array</h2>
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<div id="line"></div>
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<h2 class="title is-2">Min/Max</h2>
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<p>
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Min : <span id="min"></span>
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</p>
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<p>
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Max : <span id="max"></span>
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</p>
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</main>
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<script>
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function getRandomArray(size,inf,max)
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{
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// TODO
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}
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function minmax(array)
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{
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// TODO
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}
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let array = getRandomArray(50,-100,100)
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let minAndMax = minmax(array)
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document.getElementById("line").textContent = array
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document.getElementById('min').textContent = minAndMax[0]
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document.getElementById('max').textContent = minAndMax[1]
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</script>
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</body>
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</html>
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R4.01_R4.A.10/td_tp/tp1/src/langton/app.js
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import render from "./modules/langton-renderer-canvas2d";
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import Ant from "./modules/Ant.js";
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const options = {
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antStateColors : ['red','yellow'],
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tileStateColors : ['white','black'],
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tileSize : 10
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};
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// For the view
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const STEP_INTERVAL = 5;
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const BTN_AUTOPLAY_ID = 'autoplay';
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const BTN_NEXT_MOVE_ID = 'next-move';
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const MOVE_VAL_ID = 'move-value';
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const BTN_PLUS_100_ID = 'plus-100';
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let autoplayInterval;
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let canvas = document.querySelector("canvas");
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canvas.width = window.innerWidth ;
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canvas.height = window.innerHeight;
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let ant = new Ant(Math.floor(canvas.width / options.tileSize),Math.floor(canvas.height/options.tileSize));
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document.getElementById(BTN_AUTOPLAY_ID).addEventListener('click', () => {
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if (autoplayInterval) {
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return
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}
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// TODO
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});
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document.getElementById(BTN_PLUS_100_ID).addEventListener('click', () => {
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if (autoplayInterval) {
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clearInterval(autoplayInterval);
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autoplayInterval = null;
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}
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// TODO
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});
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document.getElementById(BTN_NEXT_MOVE_ID).addEventListener('click', () => {
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if (autoplayInterval) {
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clearInterval(autoplayInterval);
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autoplayInterval = null;
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}
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ant.moveForward();
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updateView(ant,canvas,options)
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})
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function updateView(ant,canvas,options)
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{
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document.getElementById(MOVE_VAL_ID).textContent = `${ant.move}`;
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render(ant,canvas,options);
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}
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updateView(ant,canvas,options)
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R4.01_R4.A.10/td_tp/tp1/src/langton/index.html
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<!DOCTYPE html>
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<html lang="fr">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="initial-scale=1,witdh=device-width">
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<title>Fourmi de Langton</title>
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<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/bulma@0.9.4/css/bulma.min.css">
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<style>
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||||
canvas {
|
||||
position : absolute ;
|
||||
top : 0;
|
||||
left : 0;
|
||||
z-index : -1;
|
||||
}
|
||||
.control {
|
||||
position : absolute ;
|
||||
top : 0;
|
||||
left : 0;
|
||||
width : auto;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="control m-6 has-text-centered">
|
||||
<h4 class="has-text-primary-dark title is-4">
|
||||
Fourmi de Langton
|
||||
</h4>
|
||||
|
||||
<nav class="m-3">
|
||||
<button class="button" id="next-move">Next</button>
|
||||
<button class="button" id="autoplay">Auto</button>
|
||||
<button class="button" id="plus-100">+100</button>
|
||||
</nav>
|
||||
|
||||
<p class="mb-6 is-size-7">
|
||||
Nombre de mouvements : <span id="move-value"></span>
|
||||
</p>
|
||||
</div>
|
||||
<canvas></canvas>
|
||||
<script type="module" src="app.js"></script>
|
||||
</body>
|
||||
</html>
|
56
R4.01_R4.A.10/td_tp/tp1/src/langton/modules/Ant.js
Normal file
56
R4.01_R4.A.10/td_tp/tp1/src/langton/modules/Ant.js
Normal file
@ -0,0 +1,56 @@
|
||||
class Ant {
|
||||
x = 0; // position
|
||||
y = 0;
|
||||
move = 0;
|
||||
|
||||
w = 0; // universe dimensions
|
||||
h = 0;
|
||||
|
||||
direction = 0; // 0 90 180 270
|
||||
state = 0;
|
||||
tiles = null;
|
||||
|
||||
constructor (w,h)
|
||||
{
|
||||
this.tiles = new Array(w).fill(null);
|
||||
this.tiles.forEach((el,i) => this.tiles[i] = new Array(h).fill(0));
|
||||
this.w = w;
|
||||
this.h = h;
|
||||
this.x = Math.floor(w/2);
|
||||
this.y = Math.floor(h/2);
|
||||
}
|
||||
|
||||
moveForward()
|
||||
{
|
||||
switch (this.direction) {
|
||||
case 0:
|
||||
this.x = ((this.x + 1) + this.w) % this.w;
|
||||
break
|
||||
case 90:
|
||||
this.y = ((this.y + 1) + this.h) % this.h;
|
||||
break
|
||||
case 180:
|
||||
this.x = ((this.x - 1) + this.w) % this.w;
|
||||
break
|
||||
case 270:
|
||||
this.y = ((this.y - 1) + this.h) % this.h;
|
||||
break
|
||||
}
|
||||
this.move ++;
|
||||
this.computeNextState();
|
||||
}
|
||||
rotateRight() {
|
||||
// TODO
|
||||
}
|
||||
|
||||
rotateLeft() {
|
||||
// TODO
|
||||
}
|
||||
|
||||
computeNextState()
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
}
|
||||
|
||||
export default Ant;
|
@ -0,0 +1,99 @@
|
||||
/**
|
||||
* render - renders the universe to a 2D canvas.
|
||||
*
|
||||
* @param langtonsAnt - the universe.
|
||||
* @param canvas - The 2D canvas.
|
||||
* @param options - The rendering options (all optional).
|
||||
* @returns {undefined} - Nothing is returned.
|
||||
*/
|
||||
|
||||
function render(langtonsAnt, canvas, options) {
|
||||
|
||||
// Grab our options.
|
||||
const {
|
||||
tileStateColors,
|
||||
antStateColors,
|
||||
tileSize
|
||||
} = options;
|
||||
|
||||
|
||||
// Drawing style.
|
||||
const backgroundColor = '#FFFFFF';
|
||||
|
||||
// Size constants.
|
||||
const w = canvas.width;
|
||||
const h = canvas.height;
|
||||
|
||||
// Bounds constants.
|
||||
const gridSizeW = langtonsAnt.tiles.length;
|
||||
const gridSizeH = langtonsAnt.tiles[0].length;
|
||||
|
||||
// We're going to draw each square with a given edge size
|
||||
|
||||
const tileSizeW = tileSize//w / gridSizeW ;
|
||||
const tileSizeH = tileSize //h / gridSizeH ;
|
||||
|
||||
// Get the drawing context.
|
||||
var ctx = canvas.getContext('2d');
|
||||
|
||||
// Clear the background.
|
||||
ctx.fillStyle = backgroundColor;
|
||||
ctx.fillRect(0, 0, w, h);
|
||||
|
||||
// Draw the grid.
|
||||
ctx.strokeStyle='#00000011';
|
||||
for (let x = 0; x <= gridSizeW; x++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x * tileSizeW , 0);
|
||||
ctx.lineTo(x * tileSizeW , h);
|
||||
ctx.closePath();
|
||||
ctx.stroke();
|
||||
}
|
||||
for (let y = 0 ; y <= gridSizeH; y++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, y * tileSizeH);
|
||||
ctx.lineTo(w, y * tileSizeH);
|
||||
ctx.closePath();
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
|
||||
// Start drawing those tiles.
|
||||
langtonsAnt.tiles.forEach((tileRow,i) => {
|
||||
tileRow.forEach((tile,j)=>{
|
||||
|
||||
// Get the tile state index.
|
||||
|
||||
// Skip state zero tiles (i.e. white tiles)
|
||||
if (tile !== 0) {
|
||||
// Set the tile colour, defaulting to grey if it is not set.
|
||||
ctx.fillStyle = tileStateColors[tile] || '#CCCCCC';
|
||||
ctx.fillRect(i * tileSizeW + 1, j * tileSizeH +1, tileSizeW - 1, tileSizeH - 1);
|
||||
}
|
||||
|
||||
})
|
||||
})
|
||||
|
||||
|
||||
// Draw the ant.
|
||||
var antX = langtonsAnt.x * tileSizeW,
|
||||
antY = langtonsAnt.y * tileSizeH;
|
||||
const antState = langtonsAnt.state;
|
||||
|
||||
ctx.fillStyle = antStateColors[antState];
|
||||
// Tranform before we draw the ant, it makes it easier.
|
||||
//
|
||||
ctx.save();
|
||||
ctx.translate(antX + tileSizeW/2, antY+tileSizeH/2);
|
||||
ctx.rotate((langtonsAnt.direction / 180) * Math.PI);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(-tileSizeW/2, -tileSizeH/2);
|
||||
ctx.lineTo(tileSizeW/2, 0);
|
||||
ctx.lineTo(-tileSizeW/2, tileSizeH/2);
|
||||
ctx.fill();
|
||||
ctx.closePath();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
|
||||
export default render;
|
Loading…
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Reference in New Issue
Block a user