Conway's Game of Life was my introduction to the elegant complexity within simple rules and got me hooked on computer science. Some time ago, in a coffee shop, between flights and couches I made a crude version in JS. Eventually, I'd like to revisit this in the context of WebGL, shaders, or maybe Unityβ some format wherein I could project the GoL grid to a surface as a texture. But for now, here is the source and a link to the working example.
"use strict";
var CellularAutomaton = {
rule: function(state, neighbors) {
if (state === 1) {
if (neighbors.length < 2 || neighbors.length > 3) {
return 0;
}
return 1;
} else if (neighbors.length === 3) {
return 1;
}
return 0;
},
space: {},
init: function(sizeX, sizeY, attributeCallback) {
this.space = new Space(sizeX, sizeY);
this.attrfunc = attributeCallback;
this.generations = 0;
},
update: function() {
var that = this;
this.space.update(that.rule, that.attrfunc);
this.generations++;
},
run: function(callback) {
this.init();
while(true) {
this.history.push(this.space.clone());
this.update();
callback(this.space);
}
},
toggleCellState: function(x, y) {
this.space.toggleCellState(x, y);
},
randomize: function() {
this.space.randomize();
},
generations: 0
}
class Cell {
constructor(x, y, state) {
this.x = x;
this.y = y;
this.state = state;
}
update(rule, neighbors) {
this.state = rule(this.state, neighbors);
}
toggleState() {
if (this.state === 0) {
this.state = 1;
} else if (this.state === 1) {
this.state = 0;
}
}
setRandomState() {
this.state = (Math.random() < 0.15 ? 1 : 0);
}
}
class Space {
constructor(sizeX, sizeY) {
this.sizeX = sizeX;
this.sizeY = sizeY;
this.grid = new Array(sizeX);
for (var i = 0; i < sizeX; i++) {
this.grid[i] = new Array(sizeY);
for (var j = 0; j < sizeY; j++) {
this.grid[i][j] = new Cell(i, j, 0);
}
}
}
randomize() {
for (var i = 0; i < this.sizeX; i++) {
for (var j = 0; j < this.sizeY; j++) {
this.grid[i][j].setRandomState();
}
}
}
update(rule) {
var tempGrid = new Array(this.sizeX);
for (var i = 0; i < this.sizeX; i++) {
tempGrid[i] = new Array(this.sizeY);
for (var j = 0; j < this.sizeY; j++) {
tempGrid[i][j] = new Cell(i, j, this.grid[i][j].state)
tempGrid[i][j].update(rule, this.getLiveNeighbors(i, j));
}
}
this.grid = tempGrid;
}
getNeighbors(i, j) {
var neighbors = [];
var that = this;
[[i-1,j-1],[i,j-1],[i+1,j-1],
[i-1, j],[i+1, j],
[i-1, j+1],[i,j+1],[i+1,j+1]].forEach(function(coordinates) {
coordinates[0] = (coordinates[0] + that.sizeX) % that.sizeX;
coordinates[1] = (coordinates[1] + that.sizeY) % that.sizeY;
if (coordinates[0] >= 0 && coordinates[0] < that.sizeX &&
coordinates[1] >= 0 && coordinates[1] < that.sizeY) {
neighbors.push(that.grid[coordinates[0]][coordinates[1]]);
}
});
return neighbors;
}
getLiveNeighbors(i, j) {
var that = this;
return this.getNeighbors(i, j).filter(function(cell) {
if (cell.state === 1) {
return true;
} else {
return false;
}
});
}
toggleCellState(x, y) {
if (this.grid !== "undefined") {
this.grid[y][x].toggleState();
}
}
}
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