-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmain.js
203 lines (173 loc) · 3.48 KB
/
main.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
class Cell {
constructor() {
//this.xPos = 0;
//this.yPos = 0;
this.state = false;
this.color = null;
this.dragState = false;
}
born() {
this.state = true;
}
kill() {
this.state = false;
}
changeState() {
this.state = !this.state;
}
isAlive() {
return this.state;
}
drag() {
this.dragState = true;
}
noDrag() {
this.dragState = false;
}
isDrag() {
return this.dragState;
}
}
function make2DArray(cols, rows) {
let arr = new Array(cols);
for(let i = 0; i < cols; i++) {
arr[i] = new Array(rows);
}
// initialize the array with 0s
for(let i = 0; i < cols; i++) {
for(let j = 0; j < rows; j++) {
// to use random values use:
arr[i][j] = new Cell();
// arr[i][j] = 0;
}
}
return arr;
}
var fpsMax = 60;
var fpsMin = 1;
var fps = 10;
var mouseIsActive = false;
var cols;
var rows;
var resolution = 10;
var grid;
var pause = true;
var slider;
var buttonPlay;
var buttonClear;
var time;
function setup() {
createCanvas(800, 600);
cols = width / resolution;
rows = height / resolution;
grid = make2DArray(cols, rows);
frameRate(fpsMax);
time = 0;
buttonPlay = createButton("Play");
buttonPlay.mousePressed(handlePlay);
buttonClear = createButton("Clear");
buttonClear.mousePressed(clearGrid);
slider = createSlider(fpsMin, fpsMax, fps);
}
function handlePlay() {
pause = !pause;
let text;
if(pause) text = "Play";
else text = "Pause";
buttonPlay.html(text);
}
function draw() {
fps = slider.value();
if(fps < 60) {
frameRate(60);
} else {
frameRate(fps);
}
time += deltaTime/1000;
if(time >= 1/fps) {
time = 0;
background(0);
for(let i = 0; i < cols; i++) {
for(let j = 0; j < rows; j++) {
let x = i * resolution;
let y = j * resolution;
if(grid[i][j].isAlive()) {
fill(255);
stroke(0);
rect(x, y, resolution-1, resolution-1)
}
}
}
if(pause == true) return;
let next = make2DArray(cols, rows);
// claculate the next grid
for(let i = 0; i < cols; i++) {
for(let j = 0; j < rows; j++) {
let state = grid[i][j].isAlive();
let neighbors = countNeighbors(grid, i, j);
// game rules
if(state == 0 && neighbors == 3) {
next[i][j].born();
} else if(state == 1 && (neighbors < 2 || neighbors > 3)) {
next[i][j].kill();
} else {
next[i][j] = grid[i][j];
}
}
}
grid = next;
}
}
function countNeighbors(grid, x, y) {
let sum = 0;
for(let i = -1; i < 2; i++) {
for(let j = -1; j < 2; j++) {
let col = (x + i + cols) % cols;
let row = (y + j + rows) % rows;
sum += grid[col][row].state;
}
}
sum -= grid[x][y].state;
return sum;
}
function mousePressed() {
if(mouseX > 0 && mouseY > 0 && mouseX <= width && mouseY <= height) {
mouseIsActive = true;
let i = floor(mouseX / resolution);
let j = floor(mouseY / resolution);
let cell = grid[i][j];
if(!cell.isDrag()) {
cell.drag();
grid[i][j].changeState();
}
}
}
function mouseReleased() {
mouseIsActive = false;
for(let i = 0; i < cols; i++) {
for(let j = 0; j < rows; j++) {
let cell = grid[i][j];
if(cell.isDrag()) {
cell.noDrag();
}
}
}
}
function mouseDragged() {
if(mouseIsActive && mouseX > 0 && mouseY > 0 && mouseX <= width && mouseY <= height) {
let i = floor(mouseX / resolution);
let j = floor(mouseY / resolution);
let cell = grid[i][j];
if(!cell.isDrag()) {
cell.drag();
grid[i][j].changeState();
}
}
}
function clearGrid() {
for(let i = 0; i < cols; i++) {
for(let j = 0; j < rows; j++) {
grid[i][j].kill();
}
}
}