attempt to fix ugly indentation from notepad++
This commit is contained in:
@@ -7,13 +7,12 @@
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canvas {
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border:1px solid #7f7f7f;
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background-color: #ffffff;
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}
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.center {
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display: block;
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margin-left: auto;
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margin-right: auto;
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width: 50%;
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display: block;
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margin-left: auto;
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margin-right: auto;
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width: 50%;
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}
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</style>
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</head>
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251
main.js
251
main.js
@@ -1,69 +1,76 @@
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//Game options
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var framerate = 150;
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var gColumns = 60;
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var gRows = 140;
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var tileWidth = 12;
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var paused = true;
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var deleteMode = false;
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var framerate = 150;
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var gColumns = 60;
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var gRows = 140;
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var tileWidth = 12;
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var paused = true;
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var deleteMode = false;
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//Canvas properties
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var canvas_width = gRows * tileWidth;
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var canvas_width = gRows * tileWidth;
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var canvas_height = gColumns * tileWidth;
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//Tiles in game of life
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var tiles = {
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tiles : [...Array(gRows)].map( x => Array(gColumns).fill(0) ), //<< x*y array with all values set to zero
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tempTiles : [...Array(gRows)].map( x => Array(gColumns).fill(0) ), //<< same as above
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tiles: [...Array(gRows)].map(x => Array(gColumns).fill(0)), //<< x*y array with all values set to zero
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tempTiles: [...Array(gRows)].map(x => Array(gColumns).fill(0)), //<< same as above
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//One iteration of game of life
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iterate : function() {
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myGameArea.clear(); //Remove graphics
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//One iteration of game of life
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iterate: function() {
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myGameArea.clear(); //Remove graphics
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//Create temporary 2D array of new values
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for(var x=0; x<gRows; x++)
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for(var y=0; y<gColumns; y++){
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if(![2,3].includes(this.getNeighbors(x,y))){ this.tempTiles[x][y] = 0; } //cell dies if number of neighbors are not 2 or 3
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else if(this.getNeighbors(x,y) == 3) { this.tempTiles[x][y] = 1; } //cell is born if there are exactly 3 neighbors
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else { this.tempTiles[x][y] = this.tiles[x][y]; } //cell remains unchanged otherwise
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//Create temporary 2D array of new values
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for (var x = 0; x < gRows; x++)
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for (var y = 0; y < gColumns; y++) {
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if (![2, 3].includes(this.getNeighbors(x, y))) {
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this.tempTiles[x][y] = 0;
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} //cell dies if number of neighbors are not 2 or 3
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else if (this.getNeighbors(x, y) == 3) {
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this.tempTiles[x][y] = 1;
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} //cell is born if there are exactly 3 neighbors
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else {
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this.tempTiles[x][y] = this.tiles[x][y];
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} //cell remains unchanged otherwise
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//Draw new graphics
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if(this.tempTiles[x][y] == 1){
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drawCell(x, y);
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}
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}
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//Draw new graphics
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if (this.tempTiles[x][y] == 1) {
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drawCell(x, y);
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}
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}
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//Replace old values with new values
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for(var x=0; x<gRows; x++)
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for(var y=0; y<gColumns; y++)
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this.tiles[x][y] = this.tempTiles[x][y];
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},
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//Replace old values with new values
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for (var x = 0; x < gRows; x++) {
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for (var y = 0; y < gColumns; y++) {
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this.tiles[x][y] = this.tempTiles[x][y];
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}
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}
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},
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//returns number of neighboring cells for cell at position x, y
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getNeighbors : function(x, y) {
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let neighbors = 0;
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//returns number of neighboring cells for cell at position x, y
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getNeighbors: function(x, y) {
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let neighbors = 0;
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if(x != 0){
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if(y != 0) neighbors += this.tiles[x-1][y-1];
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neighbors += this.tiles[x-1][y ];
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if(y < gColumns-1) neighbors += this.tiles[x-1][y+1];
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}
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if(y != 0) neighbors += this.tiles[x] [y-1];
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if(y < gColumns) neighbors += this.tiles[x] [y+1];
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if(x < gRows-1){
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if(y != 0) neighbors += this.tiles[x+1][y-1];
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neighbors += this.tiles[x+1][y ];
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if(y < gColumns-1) neighbors += this.tiles[x+1][y+1];
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}
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if (x != 0) {
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if (y != 0) neighbors += this.tiles[x - 1][y - 1];
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neighbors += this.tiles[x - 1][y];
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if (y < gColumns - 1) neighbors += this.tiles[x - 1][y + 1];
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}
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if (y != 0) neighbors += this.tiles[x][y - 1];
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if (y < gColumns) neighbors += this.tiles[x][y + 1];
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if (x < gRows - 1) {
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if (y != 0) neighbors += this.tiles[x + 1][y - 1];
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neighbors += this.tiles[x + 1][y];
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if (y < gColumns - 1) neighbors += this.tiles[x + 1][y + 1];
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}
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return neighbors;
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},
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return neighbors;
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},
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//Sets all cells to zero
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clear: function() {
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this.tiles = [...Array(gRows)].map( x => Array(gColumns).fill(0) ); //<< x*y array with all values set to zero
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}
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//Sets all cells to zero
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clear: function() {
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this.tiles = [...Array(gRows)].map(x => Array(gColumns).fill(0)); //<< x*y array with all values set to zero
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}
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}
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@@ -71,120 +78,120 @@ var tiles = {
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function startGame() {
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myGameArea.start();
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myGameArea.canvas.onclick = function(e) { //<< Mouse click event listener
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//outer edges of tiles is set to 0 to simplify neighbor calculation code
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//therefore we use x+1 and y+1
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var x = Math.floor(e.offsetX/tileWidth);
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var y = Math.floor(e.offsetY/tileWidth);
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myGameArea.canvas.onclick = function(e) { //<< Mouse click event listener
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//outer edges of tiles is set to 0 to simplify neighbor calculation code
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//therefore we use x+1 and y+1
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var x = Math.floor(e.offsetX / tileWidth);
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var y = Math.floor(e.offsetY / tileWidth);
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if(!deleteMode){
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tiles.tiles[x][y] = 1;
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drawCell(x, y);
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}else{
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tiles.tiles[x][y] = 0;
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unDrawCell(x, y);
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}
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if (!deleteMode) {
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tiles.tiles[x][y] = 1;
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drawCell(x, y);
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} else {
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tiles.tiles[x][y] = 0;
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unDrawCell(x, y);
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}
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//output some info to console
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console.log("coords: ", x, y);
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console.log("neighbors: ", tiles.getNeighbors(x+1, y+1) );
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}
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//output some info to console
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console.log("coords: ", x, y);
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console.log("neighbors: ", tiles.getNeighbors(x + 1, y + 1));
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}
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}
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//HTML5 canvas
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var myGameArea = {
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canvas : document.createElement("canvas"),
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canvas: document.createElement("canvas"),
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start : function() {
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start: function() {
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this.canvas.width = canvas_width;
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this.canvas.height = canvas_height;
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this.canvas.style.position = "absolute";
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this.canvas.style.top = "100px";
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this.canvas.style.left = "100px";
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this.canvas.style.position = "absolute";
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this.canvas.style.top = "100px";
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this.canvas.style.left = "100px";
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this.context = this.canvas.getContext("2d");
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document.body.insertBefore(this.canvas, document.body.childNodes[0]);
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this.frameNo = 0;
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this.interval = setInterval(updateGameArea, 1000/framerate);
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drawGrid(gColumns, gRows, tileWidth);
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this.interval = setInterval(updateGameArea, 1000 / framerate);
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drawGrid(gColumns, gRows, tileWidth);
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},
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clear : function() {
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clear: function() {
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this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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drawGrid(gColumns, gRows);
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drawGrid(gColumns, gRows);
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}
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}
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//Fill one tile in grid with color
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function drawCell(x, y) {
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ctx = myGameArea.context;
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ctx.fillStyle = "#ff0000";
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ctx.fillRect(x*tileWidth, y*tileWidth, tileWidth, tileWidth);
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drawGrid(tiles.columns, tiles.rows, tileWidth);
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ctx = myGameArea.context;
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ctx.fillStyle = "#ff0000";
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ctx.fillRect(x * tileWidth, y * tileWidth, tileWidth, tileWidth);
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drawGrid(tiles.columns, tiles.rows, tileWidth);
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}
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//Remove graphics from tile in grid
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function unDrawCell(x, y) {
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ctx = myGameArea.context;
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ctx.fillStyle = "#ffffff";
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ctx.clearRect(x*tileWidth, y*tileWidth, tileWidth, tileWidth);
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drawGrid(tiles.columns, tiles.rows, tileWidth);
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ctx = myGameArea.context;
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ctx.fillStyle = "#ffffff";
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ctx.clearRect(x * tileWidth, y * tileWidth, tileWidth, tileWidth);
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drawGrid(tiles.columns, tiles.rows, tileWidth);
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}
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//Display grid on screen
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function drawGrid(columns, rows, size){
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//Style parameters
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ctx = myGameArea.context;
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ctx.lineWidth = 1;
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ctx.strokeStyle = "#7F7F7F";
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function drawGrid(columns, rows, size) {
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//Style parameters
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ctx = myGameArea.context;
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ctx.lineWidth = 1;
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ctx.strokeStyle = "#7F7F7F";
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//By adding 0.5 we go from 2px width to 1px width
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for(var i=1; i<=columns; i++){
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ctx.moveTo(0, i*size+0.5);
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ctx.lineTo(canvas_width, i*size+0.5);
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ctx.stroke();
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}
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//By adding 0.5 the lines are displayed sharper
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for (var i = 1; i <= columns; i++) {
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ctx.moveTo(0, i * size + 0.5);
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ctx.lineTo(canvas_width, i * size + 0.5);
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ctx.stroke();
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}
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for(var i=1; i<=rows; i++){
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ctx.moveTo(i*size+0.5, 0);
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ctx.lineTo(i*size+0.5, canvas_height);
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ctx.stroke();
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}
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for (var i = 1; i <= rows; i++) {
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ctx.moveTo(i * size + 0.5, 0);
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ctx.lineTo(i * size + 0.5, canvas_height);
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ctx.stroke();
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}
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}
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//Toggles between eraser and pencil
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function toggleDrawMode(){
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deleteMode = !deleteMode;
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if(deleteMode){
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document.getElementById("drawModeEnabled").innerHTML = "You are erasing";
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}else{
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document.getElementById("drawModeEnabled").innerHTML = "You are drawing";
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}
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function toggleDrawMode() {
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deleteMode = !deleteMode;
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if (deleteMode) {
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document.getElementById("drawModeEnabled").innerHTML = "You are erasing";
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} else {
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document.getElementById("drawModeEnabled").innerHTML = "You are drawing";
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}
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}
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//Set all cells to zero and removes graphics
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function clearCells(){
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console.log("attempting to clear cells");
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tiles.clear();
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myGameArea.clear();
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function clearCells() {
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console.log("attempting to clear cells");
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tiles.clear();
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myGameArea.clear();
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}
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//Toggles pause and updates text on screen
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function togglePause(){
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paused = !paused;
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function togglePause() {
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paused = !paused;
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if(paused){
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document.getElementById("gameIsPaused").innerHTML = "You are paused";
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}else{
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document.getElementById("gameIsPaused").innerHTML = "You are unpaused";
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}
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if (paused) {
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document.getElementById("gameIsPaused").innerHTML = "You are paused";
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} else {
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document.getElementById("gameIsPaused").innerHTML = "You are unpaused";
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}
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}
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//This function runs every frame
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function updateGameArea() {
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if(!paused){
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myGameArea.frameNo += 1;
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tiles.iterate();
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drawGrid(gColumns, gRows);
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}
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if (!paused) {
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myGameArea.frameNo += 1;
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tiles.iterate();
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drawGrid(gColumns, gRows);
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}
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}
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