TP01, TP02 & TP03EX01
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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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