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'use strict'; | |
var GoL = function () { | |
function touch(ctx, x, y, alive) { | |
ctx[alive ? 'fillRect' : 'clearRect'](x * 11, y * 11, 10, 10); | |
return alive; | |
} | |
function renderDiff(ctx, diff) { | |
for (var d of diff) touch(ctx, d[0], d[1], d[2]); | |
} | |
function calcDiff(world, diff, callback) { | |
var newdiff = [], checked = new Set; | |
for (var d of diff) { | |
for (var n of neighbors(d[0], d[1], world.length, world[0].length)) { | |
var x = n[0], y = n[1]; | |
if (!checked.has(x + ':' + y)) { | |
var s = callback(world, x, y); | |
if (s !== world[y][x]) { | |
newdiff[newdiff.length] = [x, y, s]; | |
} | |
checked.add(x + ':' + y); | |
} | |
} | |
} | |
return newdiff; | |
} | |
function applyDiff(world, diff) { | |
for (var d of diff) world[d[1]][d[0]] = d[2]; | |
return world; | |
} | |
function willSurvive(world, x, y) { | |
var sum = 0, | |
n = neighbors(x, y, world.length, world[0].length); | |
for (var nl = 0; nl < n.length; nl++) { | |
sum += world[n[nl][1]][n[nl][0]]; | |
} | |
return sum !== 4 ? sum === 3 : world[y][x]; | |
} | |
function neighbors(x, y, height, width) { | |
var n = []; | |
for (var i = -1; i <= 1; i++) { | |
for (var j = -1; j <= 1; j++) { | |
n[n.length] = [(width + i + x) % width, (height + j + y) % height]; | |
} | |
} | |
return n; | |
} | |
function createLife(world) { | |
var d = []; | |
for (var y = 0; y < world.length; y++) { | |
for (var x = 0; x < world[y].length; x++) { | |
if (!Math.floor(Math.random() * 10)) { | |
d[d.length] = [x, y, true]; | |
} | |
} | |
} | |
return d; | |
} | |
function updateSize(w, h, c, ctx, color, world, diff) { | |
var newW = w - w % 11, newH = h - h % 11, | |
wHeight = Math.floor(h / 11), wWidth = Math.floor(w / 11); | |
c.width = newW; | |
c.height = newH; | |
ctx.fillStyle = color; | |
world = world.slice(0, wHeight); | |
diff = diff.filter(function(d) { return d[1] < wHeight && d[0] < wWidth; }); | |
for (var y = 0; y < wHeight; y++) { | |
if (!world[y]) { | |
world[y] = new Array(wWidth).fill(false); | |
} else if (world[y].length > wWidth) { | |
world[y] = world[y].slice(0, wWidth); | |
} else { | |
world[y] = world[y].concat(new Array(wWidth - world[y].length).fill(false)); | |
} | |
for (var x = 0; x < world[y].length; x++) { | |
// mark borders as changed | |
if (y === 0 || y === world.length - 1 || x === 0 || x === world[y].length - 1) { | |
diff[diff.length] = [x, y, world[y][x]]; | |
} | |
if (world[y][x]) { | |
touch(ctx, x, y, world[y][x]); | |
} | |
} | |
} | |
return [world, diff]; | |
} | |
return function (el, config) { | |
var color = (config && config.color) || 'lightgreen', | |
step = (config && config.step) || 1000, | |
c = document.createElement('canvas'), | |
ctx = c.getContext('2d'); | |
c.style.cssText = 'position: absolute'; | |
if (window.getComputedStyle(el).position === 'static') { | |
el.style.position = 'relative'; | |
} | |
el.insertBefore(c, el.firstChild); | |
var [world, diff] = updateSize(el.clientWidth, el.clientHeight, c, ctx, color, [], []); | |
(function timeout(initDiff) { | |
diff = initDiff || calcDiff(world, diff, willSurvive); | |
world = applyDiff(world, diff); | |
renderDiff(ctx, diff); | |
setTimeout(timeout, step); | |
})(createLife(world)); | |
var prevW = el.clientWidth, | |
prevH = el.clientHeight; | |
requestAnimationFrame(function frame() { | |
if (el.clientWidth !== prevW || el.clientHeight !== prevH) { | |
[world, diff] = updateSize(el.clientWidth, el.clientHeight, c, ctx, color, world, diff); | |
prevW = el.clientWidth; | |
prevH = el.clientHeight; | |
} | |
requestAnimationFrame(frame); | |
}); | |
c.addEventListener('click', function (e) { | |
var x = Math.floor(e.offsetX / 11), | |
y = Math.floor(e.offsetY / 11); | |
diff[diff.length] = [x, y, !world[y][x]] | |
world[y][x] = touch(ctx, x, y, !world[y][x]); | |
}); | |
} | |
}(); |
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<!DOCTYPE html> | |
<title>Game of Life</title> | |
<body> | |
<style> | |
html, body { margin: 0; padding: 0; height: 100%; } | |
</style> | |
<script src="./gol.js"></script> | |
<script> | |
GoL(document.body, { color: 'lightblue', step: 500 }); | |
GoL(document.body, { color: 'lightgrey' }); | |
GoL(document.body, { step: 100 }); | |
</script> | |
</body> |
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