Add game of life post
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---
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title: Pure Wasm Game of Life
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subtitle: Because I'm truly a pedant at heart
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script: wasm-life-1/controller.js
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wasm: wasm-life-1/game.wat
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unlisted: true
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---
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Lately in doing research on WebAssembly I've been lookig around for examples
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of things implemented in it, and I've come across several blog posts based on
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the fantastic *Rust And WebAssembly* tutorial for
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[Conway's Game of Life](https://rustwasm.github.io/docs/book/game-of-life/introduction.html).
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And I mean no shade towards the folks who wrote those, but I feel it's mildly
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disingenuous to say that those are "Conway's Game of Life in WebAssembly" when
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the actual game code was written entirely in Rust. WebAssembly is in that case
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really no more than a compilation target, not actually the language used.
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So of course I knew what I had to do . . .
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Welcome to Conway's Game of Life, *actually implemented* in WebAssembly:
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<canvas
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id="game"
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width="800"
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height="600"
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data-pixelsize="3"
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style="width:100%; aspect-ratio: 4/3; image-rendering: pixelated;"
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/>
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<p style="display: flex; align-items: flex-start; margin-top: 4px; height: 64px">
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<span style="flex: 1" id="frameTimes"/>
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<button id="reset">Reset</button>
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</p>
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What you're looking at here is Conway's Game of Life where ***all of the game code***
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is written in pure, raw, not-a-compiler-in-sight WebAssembly. Its performance is
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pretty comparable to the Rust versions, and I'm glad to say the code for it isn't
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even that much of a mess!
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Let's dive into how it works together, shall we?
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## Overview
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As with most things in wasm we need to decide ahead of time what we are going
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to implement directly in it, and what things are going to stay in the Javascript
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part. I went with implementing the core game logic in wasm, leaving the initialization
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and display code in JS.
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I chose the first because I didn't want to have to deal with getting a float
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value back from `Math.random()` in wasm, and the second because DOM manipulation,
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canvas, and WebGL are all a bit of a pain to do manually from WebAssembly.
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For convenience in this implementation I am using a byte per cell. Packing a bit
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per cell into less memory space would be great, but I'm trying to keep it
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*relatively* simple at first. I'm planning to revisit that in a later post though.
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## Code samples
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For now, let's look at a few selections from the code (links to full source will be
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at the [bottom of the page](#resources)).
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### Globals and Initialization
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```wasm
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(module
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(memory (export "shared_memory") 1)
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(global $boardWidth (mut i32) (i32.const 0))
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(global $boardHeight (mut i32) (i32.const 0))
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(global $boardBufferLength (mut i32) (i32.const 0))
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(global $buffer0ptr (mut i32) (i32.const -1))
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(global $buffer1ptr (mut i32) (i32.const -1))
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(global $currentBuffer (mut i32) (i32.const -1))
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```
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I start the wasm module out with 1 page of memory (64 KiB), and define global
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variables for the board dimensions, the length of each board buffer (in bytes),
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the locations of each buffer, and which one is currently selected.
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You can see that each of these gets initialized in the next function:
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```wasm
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(func (export "initializeBoard") (param $width i32) (param $height i32)
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;; Store width and height for later
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(global.set $boardWidth (local.get $width))
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(global.set $boardHeight (local.get $height))
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;; Compute total cells per board
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local.get $width
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local.get $height
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i32.mul
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global.set $boardBufferLength
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;; Request enough memory for both boards
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global.get $boardBufferLength
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i32.const 2
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i32.mul
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call $growMemoryForBoards
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;; Set pointer locations for our two boards
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(global.set $buffer0ptr (i32.const 0))
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(global.set $buffer1ptr (global.get $boardBufferLength))
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;; Set current board
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(global.set $currentBuffer (i32.const 0))
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)
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```
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In the case that `$growMemoryForBoards` fails it will crash the WebAssembly
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module, but considering I don't have a backup plan for how to make do with
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less memory, that's acceptable to me.
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### Manipulating the board
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Next let's check out some of the basic board manipulation functions that our
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Javascript code calls during initialization and display:
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```wasm
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(func $getValueAtPosition (export "getValueAtPosition") (param $row i32) (param $column i32) (result i32)
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(local $position i32)
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local.get $row
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local.get $column
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call $getIndexForPosition
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local.tee $position
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i32.const 0
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i32.lt_s
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if
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i32.const 0
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return
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end
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local.get $position
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call $getBoardPtr
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i32.add
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i32.load8_u
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)
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(func $setValueAtPosition (export "setValueAtPosition") (param $row i32) (param $column i32) (param $value i32)
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(local $position i32)
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local.get $row
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local.get $column
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call $getIndexForPosition
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local.tee $position
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i32.const 0
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i32.lt_s
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if
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return
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end
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local.get $position
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call $getBoardPtr
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i32.add
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local.get $value
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i32.store8
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)
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```
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As you can see both rely on another function called `$getIndexForPosition`, check
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its return value to make sure it didn't give -1, and then add that position to
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the current board pointer. Not too bad so far!
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That helper function `$getIndexForPosition` is also relatively simple:
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```wasm
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(func $getIndexForPosition (param $row i32) (param $column i32) (result i32)
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local.get $row
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i32.const 0
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global.get $boardHeight
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call $positionInRange
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local.get $column
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i32.const 0
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global.get $boardWidth
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call $positionInRange
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i32.and
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i32.eqz
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if
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i32.const -1
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return
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end
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global.get $boardWidth
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local.get $row
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i32.mul
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local.get $column
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i32.add
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)
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```
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It again does some basic bounds checking, then some math with the board with,
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row and column. Generally this all matches so far to how you might implement
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this in any other language.
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### Updating the board
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Okay so this is where stuff starts to get a bit messy. WebAssembly *ostensibly*
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has loops, but they're really more just a conditional jump. So the main function
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for updating the board (which has to iterate through every position) gets to
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be a bit verbose:
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```wasm
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(func $tick (export "tick")
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(local $row i32)
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(local $column i32)
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(local $value i32)
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i32.const 0
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local.set $row
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loop $rows
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;; start at the beginning of a row
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i32.const 0
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local.set $column
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;; for every column in the row
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loop $columns
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;; compute new value
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local.get $row
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local.get $column
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call $getNewValueAtPosition
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local.set $value
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;; place in next board
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call $swapBoards
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local.get $row
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local.get $column
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local.get $value
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call $setValueAtPosition
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call $swapBoards
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;; increment column
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local.get $column
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i32.const 1
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i32.add
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local.tee $column
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;; loop back if less than width
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global.get $boardWidth
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i32.lt_s
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br_if $columns
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end
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;;increment row
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local.get $row
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i32.const 1
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i32.add
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local.tee $row
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;; loop back if less than heeight
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global.get $boardHeight
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i32.lt_s
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br_if $rows
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end
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;; swap to the new board
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call $swapBoards
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)
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```
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The `$swapBoards` function here is not that important to look at, it just
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changes the current board flag so that `$getBoardPtr` returns the correct one.
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I am kind of annoyed that I have to swap the board back and forth all the time,
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but we'll see if that becomes an issue later.
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But what's this `$getNewValueAtPosition` function? Let's have a look at that!
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. . . prepare yourself, this one's a doozy.
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```wasm
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(func $getNewValueAtPosition (param $row i32) (param $column i32) (result i32)
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(local $count i32)
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local.get $row
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i32.const 1
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i32.sub
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local.get $column
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call $getValueAtPosition
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local.get $row
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i32.const 1
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i32.add
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local.get $column
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call $getValueAtPosition
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local.get $row
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local.get $column
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i32.const 1
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i32.sub
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call $getValueAtPosition
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local.get $row
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local.get $column
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i32.const 1
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i32.add
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call $getValueAtPosition
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local.get $row
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i32.const 1
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i32.sub
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local.get $column
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i32.const 1
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i32.sub
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call $getValueAtPosition
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local.get $row
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i32.const 1
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i32.add
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local.get $column
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i32.const 1
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i32.sub
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call $getValueAtPosition
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local.get $row
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i32.const 1
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i32.sub
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local.get $column
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i32.const 1
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i32.add
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call $getValueAtPosition
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local.get $row
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i32.const 1
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i32.add
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local.get $column
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i32.const 1
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i32.add
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call $getValueAtPosition
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i32.add
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i32.add
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i32.add
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i32.add
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i32.add
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i32.add
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i32.add
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;; Exactly 3 neighbors
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local.tee $count
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i32.const 3
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i32.eq
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if
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;; becomes or stays alive
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i32.const 1
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return
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end
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;; If currently dead
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local.get $row
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local.get $column
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call $getValueAtPosition
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i32.eqz
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if
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;; Stay dead
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i32.const 0
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return
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end
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;; 2 neighbors
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local.get $count
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i32.const 2
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i32.eq
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if
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i32.const 1
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return
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end
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i32.const 0
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return
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)
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```
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This is (effectively) an unrolled loop. I could make this code shorter
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but un-unrolling my loop, but I couldn't find a way to do that which didn't
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immediately result in more instructions being run overall, so *for the moment*
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I'm leaving it like this.
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But once you know what each chunk is doing, yeah it's pretty simple! Each of the
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`$getValueAtPosition` calls adds either a 0 or a 1 to the stack, and then we add
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all of those up, store it in a variable, and check it against our various possible
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outcomes.
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Not that bad really, it's just rather verbose.
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### And the glue
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Lastly let's look at some of the JS that ties this together. I'm not going to
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look that closely at the bit that loads the WebAssembly and initializes the
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module - I assume most ~~(sane)~~ folks are using a bindings generator or bundler
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or something else that does that for them. But let's look at the board initialization
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and drawing code.
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Starting with the board initialization, you can see it's rather short:
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```js
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function initialize() {
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const { gameExports, width, height } = gameState
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gameExports.initializeBoard(width, height)
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for (let row = 0; row < height; row++) {
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for (let column = 0; column < width; column++) {
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const filled = Math.random() > .5;
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gameExports.setValueAtPosition(row, column, filled ? 1 : 0)
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}
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}
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}
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```
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Oh the pleasures of a high-level language - the conciseness is just lovely isn't it?
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And hopefully you can see why I didn't want to import `Math.random()` into my
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WebAssembly - then I'd have to deal with floats, and more iteration, and it'd just
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not be fun.
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Okay now for the drawing code:
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```js
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function drawBoard() {
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const { gameExports, width, height, pixelSize, ctx, canvas } = gameState
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ctx.clearRect(0, 0, canvas.width, canvas.height)
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ctx.fillStyle = 'currentColor'
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ctx.beginPath()
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for (let row = 0; row < height; row++) {
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for (let column = 0; column < width; column++) {
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const alive = gameExports.getValueAtPosition(row, column)
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if (!alive) continue
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const x = column * pixelSize
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const y = row * pixelSize
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ctx.moveTo(x, y)
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ctx.lineTo(x + pixelSize, y)
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ctx.lineTo(x + pixelSize, y + pixelSize)
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ctx.lineTo(x, y + pixelSize)
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ctx.lineTo(x, y)
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}
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}
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ctx.fill()
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}
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```
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This is a pretty simple use of the `<canvas>` element, I think maybe in the
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future if I want to optimize this I'd probably look into only updating the
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changed cells or something like that, so that it doesn't need to redraw
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the *entire* board each time. But on anything up to about a 400x300 grid
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this was staying at roughly 5ms per frame on my machine, which should be
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suitable for keeping about 60 frames per second - particularly if I can
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optimize the board update function a bit as well.
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let gameState = {
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running: false,
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pixelSize: 0,
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lastReported: null,
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frameTimes: [],
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frames: 0,
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width: 0,
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height: 0,
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canvas: null,
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ctx: null,
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gameExports: null
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}
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const initialMessage = "Click the board above to start simulation"
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export async function setup(wasmModule) {
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gameState.gameExports = wasmModule.exports
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const canvas = gameState.canvas = document.querySelector('#game')
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gameState.ctx = gameState.canvas.getContext("2d")
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const pixelSize = gameState.pixelSize = parseInt(canvas.getAttribute('data-pixelsize') || '2')
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gameState.width = Math.floor(parseInt(canvas.width) / pixelSize)
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gameState.height = Math.floor(parseInt(canvas.height) / pixelSize)
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initialize()
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drawBoard()
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const frameTimesElem = document.getElementById('frameTimes')
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const resetButton = document.getElementById('reset')
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frameTimesElem.innerText = initialMessage
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gameState.canvas.addEventListener('click', () => {
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if (!gameState.running) {
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if (frameTimesElem.innerText === initialMessage)
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frameTimesElem.innerText = 'Starting...'
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gameState.running = true
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frameLoop()
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} else {
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gameState.running = false;
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gameState.frameTimes = []
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gameState.lastReported = null
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}
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})
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resetButton.addEventListener('click', () => {
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gameState.running = false
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gameState.frameTimes = []
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gameState.lastReported = null
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frameTimesElem.innerText = initialMessage
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initialize()
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drawBoard()
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})
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}
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export async function onThemeChange() {
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drawBoard()
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}
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export async function cleanup() {
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gameState.running = false
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}
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function initialize() {
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const { gameExports, width, height } = gameState
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gameExports.initializeBoard(width, height)
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for (let row = 0; row < height; row++) {
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for (let column = 0; column < width; column++) {
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const filled = Math.random() > .5;
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gameExports.setValueAtPosition(row, column, filled ? 1 : 0)
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}
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}
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}
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function frameLoop() {
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const { gameExports, running, frameTimes } = gameState
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if (!gameState.lastReported)
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gameState.lastReported = performance.now()
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|
||||
if (!running) return
|
||||
|
||||
const beforeTick = performance.now()
|
||||
gameExports.tick()
|
||||
const afterTick = performance.now()
|
||||
drawBoard()
|
||||
const afterDraw = performance.now()
|
||||
|
||||
// Push raw frame time
|
||||
frameTimes.push(afterDraw - beforeTick)
|
||||
|
||||
if (frameTimes.length >= 10) {
|
||||
const averageFrame = (frameTimes.reduce((a, b) => a + b) / frameTimes.length).toFixed(2);
|
||||
|
||||
const lastReported = gameState.lastReported
|
||||
const current = gameState.lastReported = performance.now()
|
||||
const tenFrameTime = (current - lastReported) / 1000
|
||||
const fps = Math.floor(10 / tenFrameTime).toFixed(0)
|
||||
gameState.frameTimes = []
|
||||
|
||||
const pagesUsed = gameExports.getPagesUsed()
|
||||
|
||||
document.getElementById('frameTimes').innerHTML =
|
||||
`Frames per second: ${fps}<br/>
|
||||
Milliseconds per frame: ${averageFrame}<br/>
|
||||
Memory allocated: ${pagesUsed} pages (${pagesUsed * 64} KiB)`
|
||||
}
|
||||
|
||||
console.log(`tick took ${afterTick - beforeTick}ms`)
|
||||
console.log(`draw took ${afterDraw - afterTick}ms`)
|
||||
|
||||
requestAnimationFrame(frameLoop)
|
||||
}
|
||||
|
||||
function drawBoard() {
|
||||
const { gameExports, width, height, pixelSize, ctx, canvas } = gameState
|
||||
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height)
|
||||
ctx.fillStyle = 'currentColor'
|
||||
ctx.beginPath()
|
||||
for (let row = 0; row < height; row++) {
|
||||
for (let column = 0; column < width; column++) {
|
||||
const alive = gameExports.getValueAtPosition(row, column)
|
||||
|
||||
if (!alive) continue
|
||||
|
||||
const x = column * pixelSize
|
||||
const y = row * pixelSize
|
||||
|
||||
ctx.moveTo(x, y)
|
||||
ctx.lineTo(x + pixelSize, y)
|
||||
ctx.lineTo(x + pixelSize, y + pixelSize)
|
||||
ctx.lineTo(x, y + pixelSize)
|
||||
ctx.lineTo(x, y)
|
||||
}
|
||||
}
|
||||
ctx.fill()
|
||||
}
|
@ -0,0 +1,337 @@
|
||||
(module
|
||||
(memory (export "shared_memory") 1)
|
||||
|
||||
(global $boardWidth (mut i32) (i32.const 0))
|
||||
(global $boardHeight (mut i32) (i32.const 0))
|
||||
(global $boardBufferLength (mut i32) (i32.const 0))
|
||||
(global $buffer0ptr (mut i32) (i32.const -1))
|
||||
(global $buffer1ptr (mut i32) (i32.const -1))
|
||||
(global $currentBuffer (mut i32) (i32.const -1))
|
||||
|
||||
(func (export "initializeBoard") (param $width i32) (param $height i32)
|
||||
;; Store width and height for later
|
||||
(global.set $boardWidth (local.get $width))
|
||||
(global.set $boardHeight (local.get $height))
|
||||
|
||||
;; Compute total cells per board
|
||||
local.get $width
|
||||
local.get $height
|
||||
i32.mul
|
||||
global.set $boardBufferLength
|
||||
|
||||
;; Request enough memory for both boards
|
||||
global.get $boardBufferLength
|
||||
i32.const 2
|
||||
i32.mul
|
||||
call $growMemoryForBoards
|
||||
|
||||
;; Set pointer locations for our two boards
|
||||
(global.set $buffer0ptr (i32.const 0))
|
||||
(global.set $buffer1ptr (global.get $boardBufferLength))
|
||||
|
||||
;; Set current board
|
||||
(global.set $currentBuffer (i32.const 0))
|
||||
)
|
||||
|
||||
(func (export "getPagesUsed") (result i32)
|
||||
memory.size
|
||||
)
|
||||
|
||||
(func $growMemoryForBoards (param $totalBytes i32)
|
||||
(local $targetPages i32)
|
||||
|
||||
;; figure out target page size
|
||||
local.get $totalBytes
|
||||
i32.const 1
|
||||
i32.sub
|
||||
i32.const 65536 ;; size of a page
|
||||
i32.div_u
|
||||
i32.const 1
|
||||
i32.add
|
||||
|
||||
;; get difference
|
||||
memory.size
|
||||
i32.sub
|
||||
|
||||
;; grow
|
||||
memory.grow
|
||||
drop ;; ignore result, we're gonna crash anyways
|
||||
;; perhaps we should have a way to report errors back to JS next time
|
||||
)
|
||||
|
||||
(func $getBoardPtr (result i32)
|
||||
global.get $currentBuffer
|
||||
i32.eqz
|
||||
if (result i32)
|
||||
global.get $buffer0ptr
|
||||
else
|
||||
global.get $buffer1ptr
|
||||
end
|
||||
)
|
||||
|
||||
(func $swapBoards
|
||||
global.get $currentBuffer
|
||||
i32.eqz
|
||||
if (result i32)
|
||||
i32.const 1
|
||||
else
|
||||
i32.const 0
|
||||
end
|
||||
global.set $currentBuffer
|
||||
)
|
||||
|
||||
(func $positionInRange (param $position i32) (param $min i32) (param $max i32) (result i32)
|
||||
local.get $position
|
||||
local.get $min
|
||||
i32.lt_s
|
||||
|
||||
if
|
||||
i32.const 0
|
||||
return
|
||||
end
|
||||
|
||||
local.get $position
|
||||
local.get $max
|
||||
i32.ge_s
|
||||
|
||||
if
|
||||
i32.const 0
|
||||
return
|
||||
end
|
||||
|
||||
i32.const 1
|
||||
return
|
||||
)
|
||||
|
||||
(func $getIndexForPosition (param $row i32) (param $column i32) (result i32)
|
||||
local.get $row
|
||||
i32.const 0
|
||||
global.get $boardHeight
|
||||
call $positionInRange
|
||||
|
||||
local.get $column
|
||||
i32.const 0
|
||||
global.get $boardWidth
|
||||
call $positionInRange
|
||||
|
||||
i32.and
|
||||
i32.eqz
|
||||
|
||||
if
|
||||
i32.const -1
|
||||
return
|
||||
end
|
||||
|
||||
global.get $boardWidth
|
||||
local.get $row
|
||||
i32.mul
|
||||
local.get $column
|
||||
i32.add
|
||||
)
|
||||
|
||||
(func $getValueAtPosition (export "getValueAtPosition") (param $row i32) (param $column i32) (result i32)
|
||||
(local $position i32)
|
||||
local.get $row
|
||||
local.get $column
|
||||
call $getIndexForPosition
|
||||
|
||||
local.tee $position
|
||||
i32.const 0
|
||||
i32.lt_s
|
||||
|
||||
if
|
||||
i32.const 0
|
||||
return
|
||||
end
|
||||
|
||||
local.get $position
|
||||
|
||||
call $getBoardPtr
|
||||
i32.add
|
||||
i32.load8_u
|
||||
)
|
||||
|
||||
(func $setValueAtPosition (export "setValueAtPosition") (param $row i32) (param $column i32) (param $value i32)
|
||||
(local $position i32)
|
||||
local.get $row
|
||||
local.get $column
|
||||
call $getIndexForPosition
|
||||
|
||||
local.tee $position
|
||||
i32.const 0
|
||||
i32.lt_s
|
||||
|
||||
if
|
||||
return
|
||||
end
|
||||
|
||||
local.get $position
|
||||
|
||||
call $getBoardPtr
|
||||
i32.add
|
||||
local.get $value
|
||||
i32.store8
|
||||
)
|
||||
|
||||
(func $getNewValueAtPosition (param $row i32) (param $column i32) (result i32)
|
||||
(local $count i32)
|
||||
|
||||
local.get $row
|
||||
i32.const 1
|
||||
i32.sub
|
||||
local.get $column
|
||||
call $getValueAtPosition
|
||||
|
||||
local.get $row
|
||||
i32.const 1
|
||||
i32.add
|
||||
local.get $column
|
||||
call $getValueAtPosition
|
||||
|
||||
local.get $row
|
||||
local.get $column
|
||||
i32.const 1
|
||||
i32.sub
|
||||
call $getValueAtPosition
|
||||
|
||||
local.get $row
|
||||
local.get $column
|
||||
i32.const 1
|
||||
i32.add
|
||||
call $getValueAtPosition
|
||||
|
||||
local.get $row
|
||||
i32.const 1
|
||||
i32.sub
|
||||
local.get $column
|
||||
i32.const 1
|
||||
i32.sub
|
||||
call $getValueAtPosition
|
||||
|
||||
local.get $row
|
||||
i32.const 1
|
||||
i32.add
|
||||
local.get $column
|
||||
i32.const 1
|
||||
i32.sub
|
||||
call $getValueAtPosition
|
||||
|
||||
local.get $row
|
||||
i32.const 1
|
||||
i32.sub
|
||||
local.get $column
|
||||
i32.const 1
|
||||
i32.add
|
||||
call $getValueAtPosition
|
||||
|
||||
local.get $row
|
||||
i32.const 1
|
||||
i32.add
|
||||
local.get $column
|
||||
i32.const 1
|
||||
i32.add
|
||||
call $getValueAtPosition
|
||||
|
||||
i32.add
|
||||
i32.add
|
||||
i32.add
|
||||
i32.add
|
||||
i32.add
|
||||
i32.add
|
||||
i32.add
|
||||
|
||||
;; Exactly 3 neighbors
|
||||
local.tee $count
|
||||
i32.const 3
|
||||
i32.eq
|
||||
|
||||
if
|
||||
;; becomes or stays alive
|
||||
i32.const 1
|
||||
return
|
||||
end
|
||||
|
||||
;; If currently dead
|
||||
local.get $row
|
||||
local.get $column
|
||||
call $getValueAtPosition
|
||||
i32.eqz
|
||||
if
|
||||
;; Stay dead
|
||||
i32.const 0
|
||||
return
|
||||
end
|
||||
|
||||
;; 2 neighbors
|
||||
local.get $count
|
||||
i32.const 2
|
||||
i32.eq
|
||||
if
|
||||
i32.const 1
|
||||
return
|
||||
end
|
||||
|
||||
i32.const 0
|
||||
return
|
||||
)
|
||||
|
||||
(func $tick (export "tick")
|
||||
(local $row i32)
|
||||
(local $column i32)
|
||||
(local $value i32)
|
||||
|
||||
i32.const 0
|
||||
local.set $row
|
||||
|
||||
loop $rows
|
||||
|
||||
;; start at the beginning of a row
|
||||
i32.const 0
|
||||
local.set $column
|
||||
|
||||
;; for every column in the row
|
||||
loop $columns
|
||||
|
||||
;; compute new value
|
||||
local.get $row
|
||||
local.get $column
|
||||
call $getNewValueAtPosition
|
||||
local.set $value
|
||||
|
||||
;; place in next board
|
||||
call $swapBoards
|
||||
local.get $row
|
||||
local.get $column
|
||||
local.get $value
|
||||
call $setValueAtPosition
|
||||
call $swapBoards
|
||||
|
||||
;; increment column
|
||||
local.get $column
|
||||
i32.const 1
|
||||
i32.add
|
||||
local.tee $column
|
||||
|
||||
;; loop back if less than width
|
||||
global.get $boardWidth
|
||||
i32.lt_s
|
||||
br_if $columns
|
||||
end
|
||||
|
||||
;;increment row
|
||||
local.get $row
|
||||
i32.const 1
|
||||
i32.add
|
||||
local.tee $row
|
||||
|
||||
;; loop back if less than heeight
|
||||
global.get $boardHeight
|
||||
i32.lt_s
|
||||
br_if $rows
|
||||
end
|
||||
|
||||
;; swap to the new board
|
||||
call $swapBoards
|
||||
)
|
||||
)
|
||||
|
Loading…
Reference in New Issue