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My rendition of Conway's Game of Life...
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| require 'awesome_print' | |
| require 'PP' | |
| # If cell is alive then it continues to stay alive if it has | |
| # 2 or 3 alive neighbors. If the cell is dead then it comes | |
| # back to life only if it has exactly 3 alive neighbors. | |
| # @alive is a Boolean value in each cell that changes through time | |
| # @alive has neighbors, eight to be exact | |
| # if @alive = true, then it becomes false only if the # of neighbors > 3 or < 2 (it remains true if neighbors == 2 || neighbors == 3) | |
| # if @alive = false, then it becomes true only if the # of neighbors == 3 | |
| o = false | |
| x = true | |
| world = [ | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #0 | |
| [o,o,o,o,o,x,o,o,o,o,o,o,o,o,o,o,o], #1 | |
| [o,o,o,o,x,x,x,o,o,o,o,o,o,o,o,o,o], #2 | |
| [o,o,o,o,o,x,o,o,o,o,o,o,o,o,o,o,o], #3 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #4 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #5 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #6 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #7 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #8 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #9 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #10 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #11 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #12 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #13 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #14 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o], #15 | |
| [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o] #16 | |
| ] | |
| # for a given cell at (x,y), it's neighbors will be: | |
| # (x+1,y+1) | |
| # (x+1,y) | |
| # (x+1,y-1) | |
| # (x,y+1) | |
| # (x,y-1) | |
| # (x-1,y+1) | |
| # (x-1,y) | |
| # (x-1,y-1) | |
| # (x,y) is analogous to world[y/row][x/column]... so, for example => world[2][3] => third row, fourth column | |
| def neighbors(row,col,world) | |
| total_true = [] | |
| [ | |
| world[row+1][col+1], | |
| world[row+1][col], | |
| world[row+1][col-1], | |
| world[row][col+1], | |
| world[row][col-1], | |
| world[row-1][col+1], | |
| world[row-1][col], | |
| world[row-1][col-1] | |
| ].each do |neighbor| | |
| total_true << neighbor if neighbor == true | |
| end | |
| total_true | |
| end | |
| def game_of_life(world) | |
| world.each_with_index do |row, row_index| | |
| row.each_with_index do |cell, column_index| | |
| if cell == true # if cell is alive... | |
| if neighbors(row_index, column_index, world).size > 3 || neighbors(row_index, column_index, world).size < 2 | |
| cell = false | |
| elsif [2,3].include? neighbors(row_index,column_index,world).size | |
| cell = true | |
| end | |
| elsif cell == false # if cell is dead... | |
| cell = true if neighbors(row_index,column_index,world).size == 3 | |
| end | |
| end | |
| end | |
| ap world | |
| end | |
| # def game_of_life_loop | |
| # end | |
| ap neighbors(2,5,world) | |
| ap neighbors(2,5,world).class | |
| game_of_life(world) |
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