0014-wasm-康威生命游戏

环境

  • Time 2022-05-14
  • Rust 1.60.0
  • Node 12.22.5
  • wasm-pack 0.10.2

前言

说明

参考:https://rustwasm.github.io/docs/book/game-of-life/implementing.html

目标

实现康威生命游戏的 Rust 端,在上一节的基础上进行。

Cell

死亡使用 0,而生存使用 1,可以比较方便地计算细胞周围存活的邻居。

#[wasm_bindgen]
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Cell {
    Dead = 0,
    Alive = 1,
}

Universe

生成的世界包含宽和高,这里使用 Vec 来存储。

#[wasm_bindgen]
pub struct Universe {
    width: u32,
    height: u32,
    cells: Vec<Cell>,
}

get_index

根据给定的行和列,给出细胞的线性索引值,行和列都是从 0 开始。

impl Universe {
    fn get_index(&self, row: u32, column: u32) -> usize {
        (row * self.width + column) as usize
    }
}

live_neighbor_count

计算细胞周围存活的邻居的数量。

fn live_neighbor_count(&self, row: u32, column: u32) -> u8 {
    let mut count = 0;
    for delta_row in [self.height - 1, 0, 1] {
        for delta_col in [self.width - 1, 0, 1] {
            if delta_row == 0 && delta_col == 0 {
                continue; // 跳过自身
            }
            let neighbor_row = (row + delta_row) % self.height;
            let neighbor_col = (column + delta_col) % self.width;
            let idx = self.get_index(neighbor_row, neighbor_col);
            count += self.cells[idx] as u8;
        }
    }
    count
}

tick

计算下一轮所有细胞的状态,需要根据游戏规则进行计算。

#[wasm_bindgen]
impl Universe {
    pub fn tick(&mut self) {
        let mut next = self.cells.clone();
        for row in 0..self.height {
            for col in 0..self.width {
                let idx = self.get_index(row, col);
                let cell = self.cells[idx];
                let live_neighbors = self.live_neighbor_count(row, col);

                let next_cell = match (cell, live_neighbors) {
                    (Cell::Alive, x) if x < 2 || x > 3 => Cell::Dead,
                    (Cell::Alive, 2) | (Cell::Alive, 3) => Cell::Alive,
                    (Cell::Dead, 3) => Cell::Alive,
                    (otherwise, _) => otherwise,
                };
                next[idx] = next_cell;
            }
        }
        self.cells = next;
    }
}

new

生成世界,可以随机生成,也可以自定义生成。

#[wasm_bindgen]
impl Universe {
    pub fn new(width: u32, height: u32) -> Universe {
        let cells = (0..width * height)
            .map(|i| match i % 2 == 0 || i % 7 == 0 {
                true => Cell::Alive,
                false => Cell::Dead,
            })
            .collect();

        Universe {
            width,
            height,
            cells,
        }
    }
}

渲染函数

#[wasm_bindgen]
impl Universe {
    pub fn render(&self) -> String {
        self.to_string()
    }
}

impl fmt::Display for Universe {
    fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
        for line in self.cells.chunks(self.width as usize) {
            for &cell in line {
                let symbol = if cell == Cell::Dead { '✖' } else { '❤' };
                write!(f, "{}", symbol)?;
            }
            write!(f, "\n")?;
        }
        Ok(())
    }
}

总结

实现了康威生命游戏的 Rust 端,也就是 WebAssemble 的代码。

附录

源码

mod utils;

use std::fmt;

use wasm_bindgen::prelude::*;

// When the `wee_alloc` feature is enabled, use `wee_alloc` as the global
// allocator.
#[cfg(feature = "wee_alloc")]
#[global_allocator]
static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;

#[wasm_bindgen]
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Cell {
    Dead = 0,
    Alive = 1,
}

#[wasm_bindgen]
pub struct Universe {
    width: u32,
    height: u32,
    cells: Vec<Cell>,
}

impl Universe {
    fn get_index(&self, row: u32, column: u32) -> usize {
        (row * self.width + column) as usize
    }

    fn live_neighbor_count(&self, row: u32, column: u32) -> u8 {
        let mut count = 0;

        for delta_row in [self.height - 1, 0, 1] {
            for delta_col in [self.width - 1, 0, 1] {
                if delta_row == 0 && delta_col == 0 {
                    continue;
                }

                let neighbor_row = (row + delta_row) % self.height;
                let neighbor_col = (column + delta_col) % self.width;
                let idx = self.get_index(neighbor_row, neighbor_col);
                count += self.cells[idx] as u8;
            }
        }
        count
    }
}

#[wasm_bindgen]
impl Universe {
    pub fn tick(&mut self) {
        let mut next = self.cells.clone();
        for row in 0..self.height {
            for col in 0..self.width {
                let idx = self.get_index(row, col);
                let cell = self.cells[idx];
                let live_neighbors = self.live_neighbor_count(row, col);

                let next_cell = match (cell, live_neighbors) {
                    (Cell::Alive, x) if x < 2 || x > 3 => Cell::Dead,
                    (Cell::Alive, 2) | (Cell::Alive, 3) => Cell::Alive,
                    (Cell::Dead, 3) => Cell::Alive,
                    (otherwise, _) => otherwise,
                };
                next[idx] = next_cell;
            }
        }
        self.cells = next;
    }

    pub fn new(width: u32, height: u32) -> Universe {
        let cells = (0..width * height)
            .map(|i| match i % 2 == 0 || i % 7 == 0 {
                true => Cell::Alive,
                false => Cell::Dead,
            })
            .collect();

        Universe {
            width,
            height,
            cells,
        }
    }
}

impl fmt::Display for Universe {
    fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
        for line in self.cells.chunks(self.width as usize) {
            for &cell in line {
                let symbol = if cell == Cell::Dead { '✖' } else { '❤' };
                write!(f, "{}", symbol)?;
            }
            write!(f, "\n")?;
        }
        Ok(())
    }
}
posted @   jiangbo4444  阅读(97)  评论(0编辑  收藏  举报
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