text: import { memory } from "wasm-game-of-life/wasm_game_of_life_bg";
  import { Universe, Cell } from "wasm-game-of-life";
  
  const CELL_SIZE = 5; //px
  const GRID_COLOR = "#CCCCCC";
  const DEAD_COLOR = "#FFFFFF";
  const ALIVE_COLOR = "#000000";
  
  const universe = Universe.new();
  const width = universe.width();
  const height = universe.height();
  
  
  const canvas = document.getElementById("game-of-life-canvas");
  canvas.height = (CELL_SIZE + 1) * height + 1;
  canvas.width = (CELL_SIZE + 1) * width + 1; 
  
  const ctx = canvas.getContext('2d');
  
  const drawGrid = () => {
      ctx.beginPath();
      ctx.strokeStyle = GRID_COLOR;
  
      for (let i = 0; i <=width; ++i) {
          ctx.moveTo(i * (CELL_SIZE + 1) + 1, 0);
          ctx.lineTo(i * (CELL_SIZE + 1) + 1, (CELL_SIZE + 1) * height + 1);
      }
  
      for (let j = 0; j <=height; ++j) {
          ctx.moveTo(0, j* (CELL_SIZE + 1) * height + 1);
          ctx.lineTo((CELL_SIZE + 1) * width + 1, j * (CELL_SIZE + 1) + 1);
      }
  
      ctx.stroke();
  };
  
  const getIndex = (row, column) => {
      return row * width + column;
  }
  
  const bitIsSet = (n, arr) => {
      const byte = Math.floor(n / 8);
      const mask = 1 << (n % 8);
      return (arr[byte] & mask) === mask;
  }
  
  const drawCells = () => {
      const cellsPtr = universe.cells();
      const cells = new Uint8Array(memory.buffer, cellsPtr, width * height / 8);
  
      ctx.beginPath();
      for (let row = 0; row < height; ++row) {
          for (let col = 0; col < width; ++col) {
              const idx = getIndex(row, col);
  
              ctx.fillStyle = bitIsSet(idx, cells)
              ? ALIVE_COLOR
              : DEAD_COLOR;
  
              ctx.fillRect(
                  col * (CELL_SIZE + 1) + 1,
                  row * (CELL_SIZE + 1) + 1,
                  CELL_SIZE,
                  CELL_SIZE
              );
          }
      }
      ctx.stroke();
  }
  
  
  
  
  const renderLoop = () => {
      universe.tick();
  
      drawGrid();
      drawCells();
      requestAnimationFrame(renderLoop);
  };
  
  requestAnimationFrame(renderLoop);
  