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gameoflife.js
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gameoflife.js
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/** Conway's Game of Life - HTML5 Canvas and Javascript Demo
Alex Luton - https://starcross.dev
*/
/** Colours for each cell */
const cell_color = {
born : '#006652',
living : '#258800',
dying_under : '#9f8500',
dying_over : '#9f6300',
dead:'#000'
};
/** Store the status and colour of a cell for quick reference */
class CellUnit {
constructor(status) {
this.status = status; // 1 for living 0 for dead
this.status_next = status; // The status in the next frame
this.setColor()
}
setColor() {
if (this.status === 1)
this.color = cell_color.living;
else
this.color = cell_color.dead;
}
}
/* Canvas with button controls */
class LifeCanvas {
constructor() {
this.canvas = document.getElementById("gameoflife");
this.canvas.setAttribute('width', this.canvas.clientWidth);
this.canvas.setAttribute('height', this.canvas.clientHeight);
this.ctx = this.canvas.getContext("2d");
this.matrix_size = 100; // Number of cells
this.margin = 1; // this.margin between cells
this.cell_size = Math.floor(this.canvas.width / this.matrix_size) - this.margin; // Calculate cell size for drawing
this.cell = [];
this.wrap = true
this.brushCursor = {}
this.brush = brushes['Glider'];
}
/** Initialise cell array, optionally random */
initialiseCells(random) {
const cell = this.cell, matrix_size = this.matrix_size
for (let x=-1; x < matrix_size + 1; x++) {
cell[x] = []; // Initialise next dimension
for (let y=-1; y < matrix_size + 1; y++) {
if (x < 0 || y < 0 || x === matrix_size || y === matrix_size)
cell[x][y] = new CellUnit(0); // Buffer of empty cells around the perimeter
else
cell[x][y] = random ? new CellUnit(Math.round(Math.random())) : new CellUnit(0);
cell[x][y].setColor();
}
}
}
setBuffer() {
const cell = this.cell, matrix_size = this.matrix_size
for (let n=0; n < matrix_size; n++) {
cell[-1][n].status = this.wrap && cell[matrix_size-1][n].status || 0;
cell[matrix_size][n].status = this.wrap && cell[0][n].status || 0;
cell[n][-1].status = this.wrap && cell[n][matrix_size-1].status || 0;
cell[n][matrix_size].status = this.wrap && cell[n][0].status || 0;
}
}
/** Set approx frame rate */
updateInterval(speed) {
const interval_rate = 1000/speed;
// Update frame according to interval in ms
clearInterval(this.drawTimer);
this.drawTimer = setInterval(() => {this.drawCells()}, interval_rate);
}
/** Calculate and draw all cells for the current frame */
drawCells() {
const cell = this.cell
for (let x=0; x < this.matrix_size; x++) {
for (let y=0; y < this.matrix_size; y++) {
cell[x][y].setColor();
// Calculate number of neighbours and set next cell status and colour for next frame
const neighbours = cell[x-1][y-1].status + cell[x][y-1].status + cell[x+1][y-1].status
+ cell[x-1][y].status + cell[x+1][y].status
+ cell[x-1][y+1].status + cell[x][y+1].status + cell[x+1][y+1].status;
if (cell[x][y].status === 1 && (neighbours < 2 || neighbours > 3)) {
cell[x][y].status_next = 0;
if (neighbours < 2)
cell[x][y].color = cell_color.dying_under;
else
cell[x][y].color = cell_color.dying_over;
} else if (cell[x][y].status === 0 && neighbours === 3) {
cell[x][y].status_next = 1;
cell[x][y].color = cell_color.born;
}
// Draw cell on canvas
this.drawCell(x, y, cell[x][y].color);
}
}
// update the frame
for (let x=0; x < this.matrix_size; x++) {
for (let y=0; y < this.matrix_size; y++) {
cell[x][y].status = cell[x][y].status_next;
}
}
this.setBuffer();
// Overlay any brush
this.drawBrush(true, false);
}
/** Move the brush on canvas on mouse move event */
moveBrush(e) {
// Get mouse position relative to canvas
const rect = this.canvas.getBoundingClientRect();
const mouseX = e.clientX - rect.left;
const mouseY = e.clientY - rect.top;
let cursorX = Math.floor(mouseX / (this.cell_size + this.margin));
let cursorY = Math.floor(mouseY / (this.cell_size + this.margin));
// Offset to the centre of the brush
cursorX -= Math.floor(this.brush[0].length / 2);
cursorY -= Math.floor(this.brush.length / 2);
if ((cursorX === this.brushCursor.x) && (cursorY === this.brushCursor.y))
return; // Position has not changed so do nothing
// If the user is dragging with the mouse down, print the brush
const paint = (e.buttons === 1);
// If the cursor is inside the canvas move it
if ((0 <= cursorX && cursorX < this.matrix_size ) &&
(0 <= cursorY && cursorY < this.matrix_size )) {
if (!paint)
this.drawBrush(false, false); // Repaint original cell color, unless dragging
this.brushCursor = {
x : cursorX,
y : cursorY,
show: true
};
this.drawBrush(true, paint); // Paint new brush
} else {
this.brushCursor.show = false;
}
}
drawBrush(fill, print) {
const brush = this.brush, brushCursor = this.brushCursor, cell = this.cell
if (!brushCursor.show) return;
for (let x=0; x < brush[0].length; x++) { // Assume the first line is the correct width
for (let y=0; y < brush.length; y++) {
if (brush[y][x]) { // Is this a filled cell for the brush
let offsetX = brushCursor.x + x;
let offsetY = brushCursor.y + y;
// If the canvas wraps do the same to the brush
if (this.wrap) {
offsetX %= this.matrix_size;
offsetY %= this.matrix_size;
}
// In case we are not this.wrapping clip the edges of the brush
if ((0 <= offsetX && offsetX < this.matrix_size) && (0 <= offsetY && offsetY < this.matrix_size)) {
// Either draw original or new cell
const color = fill && cell_color.born || cell[offsetX][offsetY].color;
this.drawCell(offsetX, offsetY, color);
if (print) { // Add this as an actual cell?
cell[offsetX][offsetY].status = 1;
cell[offsetX][offsetY].status_next = 1;
cell[offsetX][offsetY].setColor();
}
}
}
}
}
}
/** Rotate selected brush clockwise 90 degrees */
rotateBrush() {
const brush = this.brush
let newBrush = [];
for (let x = 0; x < brush[0].length; x++) {
newBrush.push([]);
for (let y = 0; y < brush.length; y++) {
newBrush[x].push(brush[y][x]);
}
}
for (let x = 0; x < newBrush.length; x++) { // Reverse
newBrush[x] = newBrush[x].reverse();
}
this.brush = newBrush;
}
/** Draw cell on the canvas */
drawCell(cell_x, cell_y, color) {
// Calculate position in pixels
const x_pos = (cell_x * this.cell_size) + (cell_x * this.margin);
const y_pos = (cell_y * this.cell_size) + (cell_y * this.margin);
// Draw rectangle on canvas
this.ctx.fillStyle = color;
this.ctx.fillRect(x_pos, y_pos, this.cell_size, this.cell_size);
}
/** Initialise controls and begin life simulation */
start() {
const speedRange = document.getElementById("speed");
const playButton = document.getElementById("play");
const randomiseButton = document.getElementById("randomise");
const blankButton = document.getElementById("blank");
const wrapBox = document.getElementById("wrap");
this.wrap = wrapBox.checked;
const brushSelect = document.getElementById("brush");
this.drawTimer = 0;
this.brushCursor = {
x : 0,
y : 0,
show : false
};
for (const b in brushes) {
const option = document.createElement('option');
option.value = option.text = b;
brushSelect.add(option);
}
this.initialiseCells(false); // Initially Blank
this.updateInterval(speedRange.value);
// Event listeners for controls
speedRange.addEventListener('input', () => {
if (playButton.value==='Pause') // No way to find if the interval is set
this.updateInterval(speedRange.value);
}, false);
playButton.addEventListener('click', () => { // Play and pause button
if (playButton.value==='Play') {
this.updateInterval(speedRange.value);
playButton.value = 'Pause';
} else if (playButton.value==='Pause') {
clearInterval(this.drawTimer);
playButton.value = 'Play';
}
}, false);
randomiseButton.addEventListener('click', () => {
this.initialiseCells(true);
this.drawCells();
}, false);
blankButton.addEventListener('click', () => {
this.initialiseCells(false);
this.drawCells();
}, false);
wrapBox.addEventListener('change',() => { this.wrap = wrapBox.checked; });
brushSelect.addEventListener('change',() => {
this.brush = brushes[brushSelect.value];
});
// Event listener for mouse brush
window.addEventListener('mousemove', (e) => {this.moveBrush(e)}, false);
// Event listener for brush print
this.canvas.addEventListener('mousedown', (e) => {
switch (e.button) {
case 0: // Left button
this.drawBrush(true, true);
break;
case 2: // Right button
this.rotateBrush();
break;
}
}, false);
// Event listener for mouse brush
this.canvas.addEventListener('contextmenu', function(e){ e.preventDefault(); }, false);
}
}
const lifeCanvas = new LifeCanvas()
document.addEventListener("DOMContentLoaded", () => {
lifeCanvas.start()
});