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Conway's Game of Life
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<!doctype html> | |
<html> | |
<head lang="en"> | |
<meta charset="UTF-8"> | |
<title>Game of Life</title> | |
</head> | |
<canvas></canvas> | |
<script src="main.js"></script> | |
</html> |
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"use strict"; | |
var canvas = document.querySelector("canvas"); | |
canvas.width = 1024; canvas.height = 512; | |
var context = canvas.getContext("2d"); | |
function clearScreen() { | |
context.fillStyle = "white"; | |
context.fillRect(0, 0, canvas.width, canvas.height); | |
} | |
var SCALE = 8; | |
var WORLD_HEIGHT = canvas.height / SCALE, WORLD_WIDTH = canvas.width / SCALE; | |
var world = [], buffer = []; | |
function initializeWorld() { | |
for (var y = 0; y < WORLD_HEIGHT; y++) { | |
var worldRow = []; | |
for (var x = 0; x < WORLD_WIDTH; x++) { | |
worldRow.push(false); | |
} | |
world.push(worldRow); | |
var bufferRow = []; | |
for (x = 0; x < WORLD_WIDTH; x++) { | |
bufferRow.push(false); | |
} | |
buffer.push(bufferRow); | |
} | |
} | |
function saveWorld() { | |
world.forEach(function (row, y) { | |
row.forEach(function (elt, x) { | |
buffer[y][x] = elt; | |
}) | |
}) | |
} | |
function clearWorld() { | |
world.forEach(function (row, y) { | |
row.forEach(function (elt, x) { | |
world[y][x] = false; | |
}) | |
}) | |
} | |
function getRandomArbitrary(min, max) { // [min; max] | |
return Math.round(Math.random() * (max - min) + min); | |
} | |
function generatePopulation() { | |
world.forEach(function (row, y) { | |
row.forEach(function (elt, x) { | |
var randomNumber = getRandomArbitrary(0, 3); | |
world[y][x] = randomNumber == 0; | |
}) | |
}) | |
} | |
function drawWorld() { | |
context.fillStyle = "blue"; | |
world.forEach(function (row, y) { | |
row.forEach(function (elt, x) { | |
if (elt == true) | |
context.fillRect(x * SCALE, y * SCALE, SCALE, SCALE); | |
}) | |
}) | |
} | |
function countLiveNeighbours(y, x) { | |
var count = 0; | |
if (y - 1 >= 0 && x - 1 >= 0 && buffer[y - 1][x - 1]) count++; | |
if (y - 1 >= 0 && buffer[y - 1][x]) count++; | |
if (y - 1 >= 0 && x + 1 < WORLD_WIDTH && buffer[y - 1][x + 1]) count++; | |
if (x + 1 < WORLD_WIDTH && buffer[y][x + 1]) count++; | |
if (y + 1 < WORLD_HEIGHT && x + 1 < WORLD_WIDTH && buffer[y + 1][x + 1]) count++; | |
if (y + 1 < WORLD_HEIGHT && buffer[y + 1][x]) count++; | |
if (y + 1 < WORLD_HEIGHT && x - 1 >= 0 && buffer[y + 1][x - 1]) count++; | |
if (x - 1 >= 0 && buffer[y][x - 1]) count++; | |
return count; | |
} | |
function makeLife() { | |
world.forEach(function (row, y) { | |
row.forEach(function (elt, x) { | |
var liveNeighbours = countLiveNeighbours(y, x); | |
if ((liveNeighbours < 2 || liveNeighbours > 3) && buffer[y][x]) { | |
world[y][x] = false; | |
} else if ((liveNeighbours == 2 || liveNeighbours == 3) && buffer[y][x]) { | |
world[y][x] = true; | |
} else if (liveNeighbours == 3 && !buffer[y][x]) { | |
world[y][x] = true; | |
} | |
}) | |
}) | |
} | |
function makeStep() { | |
saveWorld(); | |
clearWorld(); | |
makeLife(); | |
clearScreen(); | |
drawWorld(); | |
setTimeout(makeStep, 100); | |
} | |
initializeWorld(); | |
generatePopulation(); | |
makeStep(); |
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