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Game of life Javascript [1]
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/** | |
* Conway's Game of Life | |
* | |
* Rules: | |
* 1. Any live cell with fewer than two live neighbours dies, as if by underpopulation. | |
* 2. Any live cell with two or three live neighbours lives on to the next generation. | |
* 3. Any live cell with more than three live neighbours dies, as if by overpopulation. | |
* 4. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. | |
* | |
* Example usage: | |
* const boardScheme = '......\n' + | |
* '***...\n' + | |
* '......\n' + | |
* '......\n' + | |
* '......\n' + | |
* '......\n'; | |
* const world = createWorld(board); | |
* world.evolve(); | |
* print(world); | |
* | |
* --------------------------- | |
* .*.... | |
* .*.... | |
* .*.... | |
* ...... | |
* ...... | |
* .*.... | |
*/ | |
const CELL_CHAR = { | |
ALIVE: '*', | |
DEAD: '.', | |
}; | |
/** | |
* Represents a World rule determining if a Cell lives or dies. | |
* | |
* @constructor | |
* @param {string} ruleStr | |
* @return {Rule} | |
*/ | |
class Rule { | |
constructor(ruleStr) { | |
const [born, survival] = ruleStr.split('/'); | |
this.born = born.split('').map(Number); | |
this.survival = survival.split('').map(Number); | |
} | |
} | |
/** | |
* Represents a single Cell on the Board. | |
* | |
* @constructor | |
* @param {boolean} state - State of a Cell (Alive | Dead) | |
* @return {Cell} | |
*/ | |
class Cell { | |
constructor(state) { | |
this.state = state; | |
} | |
get isAlive() { | |
return this.state; | |
} | |
} | |
/** | |
* Represents a Location on the Board. | |
* | |
* @constructor | |
* @param {number} rowIndex | |
* @param {number} colIndex | |
* @return {Location} | |
*/ | |
class Location { | |
constructor(rowIndex, colIndex) { | |
this.row = rowIndex; | |
this.col = colIndex; | |
} | |
} | |
/** | |
* Represents the game World. | |
* | |
* @constructor | |
* @param {Array} board - Representation of the Board on which the Game of Life unfolds. | |
* @return {World} | |
*/ | |
class World { | |
constructor(board = []) { | |
this.validateBoard(board); | |
this.rows = board.length; | |
this.cols = board[0].length; | |
this.board = board; | |
this.generation = 0; | |
this.rule = new Rule('3/23'); // B3/S23 (Conway's Life) | |
} | |
validateBoard(board) { | |
if (!board.length) { | |
throw Error('Board is empty'); | |
} | |
const set = new Set(board.map(row => row.length)); | |
if (set.size > 1) { | |
throw Error('Rows must be of the same length'); | |
} | |
} | |
getCell(location) { | |
return this.board[location.row][location.col]; | |
} | |
/** | |
* Evolves the current World state one generation using the rules of the game. | |
* | |
* @public | |
*/ | |
evolve() { | |
this.board = this.evolveBoard(this.board); | |
this.generation++; | |
return this; | |
} | |
evolveBoard(board) { | |
return board.map((row, rowIndex) => this.evolveRow(rowIndex, row)); | |
} | |
evolveRow(rowIndex, row) { | |
return row.map((cell, colIndex) => this.evolveCell(new Location(rowIndex, colIndex), cell)); | |
} | |
evolveCell(cellLocation, cell) { | |
const aliveNeighbours = this.countAliveNeighbours(cellLocation); | |
return cell.isAlive | |
? new Cell(this.rule.survival.some(surviveCount => surviveCount === aliveNeighbours)) | |
: new Cell(this.rule.born.some(bornCount => bornCount === aliveNeighbours)); | |
} | |
countAliveNeighbours(location) { | |
const cellNeighbourPositions = [[0, -1], [1, -1], [1, 0], [1, 1], [0, 1], [-1, 1], [-1, 0], [-1, -1]]; | |
return cellNeighbourPositions.reduce((count, [rowPos, colPos]) => { | |
let neighbourLocation = new Location(location.row + rowPos, location.col + colPos); | |
if (this.inBounds(neighbourLocation)) { | |
let neighbourCell = this.getCell(neighbourLocation); | |
if (neighbourCell.isAlive) { | |
count++; | |
} | |
return count; | |
} | |
}, 0); | |
} | |
/** | |
* Checks if a location is within the World bounds. | |
*/ | |
inBounds(location) { | |
if (location.row > (this.rows - 1) || location.row < 0) { | |
return false; | |
} | |
if (location.col > (this.cols - 1) || location.col < 0) { | |
return false; | |
} | |
return true; | |
} | |
/** | |
* Prints the current state of the World board. | |
* | |
* @public | |
*/ | |
print() { | |
let str = ''; | |
for (const row of this.board) { | |
for (const cell of row) { | |
str += cell.isAlive ? CELL_CHAR.ALIVE : CELL_CHAR.DEAD; | |
} | |
str += '\n'; | |
} | |
console.log(str); | |
} | |
} | |
/** | |
* Helper for creating a new world from a string. | |
* | |
* @param {string} boardScheme | |
* @return {World} | |
*/ | |
function createWorld(boardScheme) { | |
const board = createBoard(boardScheme); | |
return new World(board); | |
} | |
function createBoard(boardScheme) { | |
const board = getBoardRows(boardScheme); | |
return board.map((row) => createRowCells(row)); | |
} | |
function getBoardRows(boardScheme) { | |
return boardScheme.split('\n').slice(0, -1); | |
} | |
function createRowCells(row) { | |
return row.split('').map((char) => convertCharToCell(char)); | |
} | |
function convertCharToCell(char) { | |
return new Cell(char === CELL_CHAR.ALIVE); | |
} | |
/** | |
* Helper for printing the state of the game world. | |
* | |
* @param {World} world | |
*/ | |
function print(world) { | |
let str = ''; | |
for (const row of this.board) { | |
for (const cell of row) { | |
str += cell.isAlive ? CELL_CHAR.ALIVE : CELL_CHAR.DEAD; | |
} | |
str += '\n'; | |
} | |
console.log(str); | |
} | |
function test() { | |
const boardScheme = | |
'........\n' + | |
'........\n' + | |
'...***..\n' + | |
'........\n' + | |
'........\n' + | |
'........\n'; | |
const world = createWorld(boardScheme); | |
print(world); | |
world.evolve(); | |
print(world); | |
} | |
test(); |
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