TP01, TP02 & TP03EX01
This commit is contained in:
73
TP01/EX1/app.js
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73
TP01/EX1/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 BTN_RESET_ID = 'reset';
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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 auto=false;
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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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function boucle() {
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ant.moveForward();
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updateView(ant,canvas,options)
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if (auto === true){
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setTimeout(boucle, STEP_INTERVAL);
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}
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}
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document.getElementById(BTN_AUTOPLAY_ID).addEventListener('click', () => {
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auto = !auto;
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boucle();
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});
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document.getElementById(BTN_PLUS_100_ID).addEventListener('click', () => {
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for (let i=0; i<100; i++){
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ant.moveForward();
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}
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updateView(ant,canvas,options)
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});
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document.getElementById(BTN_NEXT_MOVE_ID).addEventListener('click', () => {
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ant.moveForward();
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updateView(ant,canvas,options)
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})
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document.getElementById(BTN_RESET_ID).addEventListener('click', () => {
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ant.reset();
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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,1)
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47
TP01/EX1/index.html
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47
TP01/EX1/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 {
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position : absolute ;
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top : 0;
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left : 0;
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z-index : -1;
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}
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.control {
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position : absolute ;
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top : 0;
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left : 0;
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width : auto;
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}
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</style>
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</head>
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<body>
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<div class="control m-6 has-text-centered">
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<h4 class="has-text-primary-dark title is-4">
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Fourmi de Langton
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</h4>
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<nav class="m-3">
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<button class="button" id="next-move">Next</button>
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<button class="button" id="autoplay">Auto</button>
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<button class="button" id="plus-100">+100</button>
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<button class="button" id="reset">reset</button>
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</nav>
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<p class="mb-6 is-size-7">
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Nombre de mouvements : <span id="move-value"></span>
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</p>
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</div>
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<canvas></canvas>
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<script type="module" src="app.js"></script>
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</body>
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</html>
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86
TP01/EX1/modules/Ant.js
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86
TP01/EX1/modules/Ant.js
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class Ant {
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x = 0; // position
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y = 0;
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move = 0;
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w = 0; // universe dimensions
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h = 0;
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direction = 0; // 0 90 180 270
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state = 0;
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tiles = null;
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constructor (w,h)
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{
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this.tiles = new Array(w).fill(null);
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this.tiles.forEach((el,i) => this.tiles[i] = new Array(h).fill(0));
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this.w = w;
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this.h = h;
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this.x = Math.floor(w/2);
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this.y = Math.floor(h/2);
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}
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reset() {
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this.direction = 0;
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this.x = Math.floor(this.w/2);
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this.y = Math.floor(this.h/2);
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this.state = 0;
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this.tiles.forEach(el=>el.fill(0));
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}
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moveForward()
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{
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switch (this.direction) {
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case 0:
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this.x = ((this.x + 1) + this.w) % this.w;
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break
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case 90:
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this.y = ((this.y + 1) + this.h) % this.h;
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break
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case 180:
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this.x = ((this.x - 1) + this.w) % this.w;
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break
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case 270:
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this.y = ((this.y - 1) + this.h) % this.h;
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break
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}
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this.move ++;
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this.computeNextState();
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}
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rotateRight() {
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// TODO
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this.direction = (this.direction+90)%360;
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}
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rotateLeft() {
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// TODO
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this.direction = (this.direction+270)%360;
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}
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computeNextState()
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{
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// TODO
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if (this.tiles[this.x][this.y]===1){ //noir
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if (this.state ===1){
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this.state = 0;
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this.tiles[this.x][this.y] = 0;
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}
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else{
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this.rotateLeft();
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this.tiles[this.x][this.y] = 0;
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}
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}
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else{ // blanc
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if (this.state ===1){
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this.rotateRight();
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this.tiles[this.x][this.y] = 1;
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}
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else{
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this.state = 1;
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this.tiles[this.x][this.y] = 1;
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}
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}
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}
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}
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export default Ant;
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99
TP01/EX1/modules/langton-renderer-canvas2d.js
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99
TP01/EX1/modules/langton-renderer-canvas2d.js
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/**
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* render - renders the universe to a 2D canvas.
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*
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* @param langtonsAnt - the universe.
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* @param canvas - The 2D canvas.
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* @param options - The rendering options (all optional).
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* @returns {undefined} - Nothing is returned.
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*/
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function render(langtonsAnt, canvas, options) {
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// Grab our options.
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const {
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tileStateColors,
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antStateColors,
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tileSize
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} = options;
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// Drawing style.
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const backgroundColor = '#FFFFFF';
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// Size constants.
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const w = canvas.width;
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const h = canvas.height;
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// Bounds constants.
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const gridSizeW = langtonsAnt.tiles.length;
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const gridSizeH = langtonsAnt.tiles[0].length;
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// We're going to draw each square with a given edge size
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const tileSizeW = tileSize//w / gridSizeW ;
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const tileSizeH = tileSize //h / gridSizeH ;
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// Get the drawing context.
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var ctx = canvas.getContext('2d');
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// Clear the background.
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ctx.fillStyle = backgroundColor;
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ctx.fillRect(0, 0, w, h);
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// Draw the grid.
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ctx.strokeStyle='#00000011';
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for (let x = 0; x <= gridSizeW; x++) {
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ctx.beginPath();
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ctx.moveTo(x * tileSizeW , 0);
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ctx.lineTo(x * tileSizeW , h);
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ctx.closePath();
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ctx.stroke();
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}
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for (let y = 0 ; y <= gridSizeH; y++) {
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ctx.beginPath();
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ctx.moveTo(0, y * tileSizeH);
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ctx.lineTo(w, y * tileSizeH);
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ctx.closePath();
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ctx.stroke();
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}
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// Start drawing those tiles.
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langtonsAnt.tiles.forEach((tileRow,i) => {
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tileRow.forEach((tile,j)=>{
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// Get the tile state index.
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// Skip state zero tiles (i.e. white tiles)
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if (tile !== 0) {
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// Set the tile colour, defaulting to grey if it is not set.
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ctx.fillStyle = tileStateColors[tile] || '#CCCCCC';
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ctx.fillRect(i * tileSizeW + 1, j * tileSizeH +1, tileSizeW - 1, tileSizeH - 1);
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}
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})
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})
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// Draw the ant.
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var antX = langtonsAnt.x * tileSizeW,
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antY = langtonsAnt.y * tileSizeH;
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const antState = langtonsAnt.state;
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ctx.fillStyle = antStateColors[antState];
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// Tranform before we draw the ant, it makes it easier.
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//
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ctx.save();
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ctx.translate(antX + tileSizeW/2, antY+tileSizeH/2);
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ctx.rotate((langtonsAnt.direction / 180) * Math.PI);
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ctx.beginPath();
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ctx.moveTo(-tileSizeW/2, -tileSizeH/2);
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ctx.lineTo(tileSizeW/2, 0);
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ctx.lineTo(-tileSizeW/2, tileSizeH/2);
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ctx.fill();
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ctx.closePath();
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ctx.restore();
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}
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export default render;
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50
TP01/EX3/array.html
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50
TP01/EX3/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', array.map(function(nombre){return nombre+3}))
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graph('graph3', array.slice().sort((a,b) => (a-b)))
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graph('graph4', array.filter(function(nombre){return (nombre >= 0)}))
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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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34
TP01/EX3/graph.js
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34
TP01/EX3/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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59
TP01/EX3/minmax.html
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59
TP01/EX3/minmax.html
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@@ -0,0 +1,59 @@
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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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let i;
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let array = [];
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for (i=0; i<size; i++){
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let x = Math.floor(Math.random() * (max - inf + 1) + inf);
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array[i] = x;
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}
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return array;
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}
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function minmax(array)
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{
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// TODO
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if (array.length >= 0){
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return array.reduce(function(resultat, nombre) {
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return{
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'min': Math.min(resultat.min, nombre),
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'max': Math.max(resultat.max, nombre)
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};
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},
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{
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'min': Number.MAX_SAFE_INTEGER,
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'max': Number.MIN_SAFE_INTEGER
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});
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}
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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.min
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document.getElementById('max').textContent = minAndMax.max
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</script>
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</body>
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</html>
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Reference in New Issue
Block a user