/** * 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;