Game Of Life
HTML
<link href="https://fonts.googleapis.com/css?family=Geo" rel="stylesheet">
<div class="wrapper">
<div id="game">
<div class="control-panel">
<div class="logo-container">
<div class="logo"></div>
</div>
<a href="#" class="ctrl-button" id="ctrl_1">Start</a>
<a href="#" class="ctrl-button" id="ctrl_2">Generate world</a>
<a href="#" class="ctrl-button" id="ctrl_3">Reset</a>
</div>
<canvas id="world">
<!-- Hello World :) -->
</canvas>
<div class="info-panel">
<span class="info_generation">Generation: </span>
<span id="info_generation">0</span>
<span class="separator">|</span>
<span class="info_life-cell">Life cell: </span>
<span id="info_life-cell">0</span>
<span class="separator">|</span>
<span class="info_speed">Speed: </span>
<span id="info_speed">0</span>
<span>ms</span>
</div>
</div>
<div id="rules">
<div class="title">Rules</div>
<div class="text">
<p>The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, alive or dead, or "populated" or "unpopulated" (the difference may seem minor, except when viewing it as an early model of human/urban behaviour simulation or how one views a blank space on a grid). Every cell interacts with its eight neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:</p>
<ul>
<li>Any live cell with fewer than two live neighbours dies, as if caused by underpopulation.</li>
<li>Any live cell with two or three live neighbours lives on to the next generation.</li>
<li>Any live cell with more than three live neighbours dies, as if by overpopulation.</li>
<li>Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.</li>
</ul>
</div>
</div>
</div>
STYLUS
*
*:before
*:after
margin: 0
padding: 0
body
background: rgba(33,33,33,1)
font-family: Sans-serif
.wrapper
padding: 24px
&:after
display: block
content: ''
clear: both
canvas
display: block
border: 2px solid rgba(224,224,224,1)
.control-panel
&:after
display: block
content: ''
clear: both
.logo-container
width: 32px
height: @width
border: 2px solid rgba(224,224,224,1)
float: left
$logo-color = rgba(139,195,74,1)
.logo
width: 4px
height: @width
margin: @width
box-shadow: 10px 5px 0 $logo-color, 15px 10px 0 $logo-color, 5px 15px 0 $logo-color, 10px 15px 0 $logo-color, 15px 15px 0 $logo-color
.ctrl-button
font-size: 18px
font-family: 'Geo', sans-serif
color: rgba(224,224,224,1)
text-decoration: none
text-transform: uppercase
display: block
line-height: 32px
padding: 0 8px
border: 2px solid rgba(224,224,224,1)
float: left
&:hover
background: rgba(224,224,224,1)
&#ctrl_1
color: rgba(236,64,122,1)
&#ctrl_2
color: rgba(104,159,56,1)
&#ctrl_3
color: rgba(0,172,193,1)
.info
&-panel
font-size: 16px
font-family: 'Geo', sans-serif
background: rgba(224,224,224,1)
color: rgba(33,33,33,1)
line-height: 24px
padding: 0 8px
cursor: default
&_generation
color: rgba(104,159,56,1)
&_life-cell
color: rgba(236,64,122,1)
&_speed
color: rgba(0,172,193,1)
.separator
margin: 0 8px
#game
float: left
#rules
float: left
font-size: 16px
font-family: 'Geo', sans-serif
color: rgba(224,224,224,1)
display: block
line-height: 1.3
border: 2px solid rgba(224,224,224,1)
overflow: auto
.title
padding: 0 8px
line-height: 32px
font-size: 18px
border-bottom: 4px solid rgba(224,224,224,1)
.text
padding: 8px
p
margin: 0 0 8px 0
ul
padding-left: 16px
list-style: none
li
position: relative
margin-bottom: 4px
&:before
display: block
content: ''
position: absolute
width: 4px
height: @width
background: rgba(104,159,56,1)
left: -12px
top: 8px
JAVASCRIPT
GameOfLife = (function() {
function GameOfLife(config) {
this.canvas = config.canvas;
this.unitSize = config.unitSize;
this.columns = config.columns;
this.lines = config.lines;
this.drawRate = config.drawRate;
this.gridSize = config.gridSize;
this.width = this.canvas.width = this.unitSize * this.columns;
this.height = this.canvas.height = this.unitSize * this.lines;
this.ctx = this.canvas.getContext('2d');
this.infoPanel = config.infoPanel; this.infoPanel.style.width = this.width - 12 + 'px';
this.infoGeneration = config.infoGeneration;
this.infoLifeCell = config.infoLifeCell;
this.infoSpeed = config.infoSpeed;
this.oldState = [];
this.newState = [];
this.useState = [];
this.gameOn = false;
this.counter = 0;
this.lifeCell = 0;
this.gameBox = config.gameBox;
this.rulesBox = config.rulesBox;
this.gameBoxSize = {w: this.gameBox.clientWidth, h: this.gameBox.clientHeight};
if ( window.innerWidth > 800 ) {
this.rulesBox.style.width = '680px';
this.rulesBox.style.height = this.gameBoxSize.h - 4 + 'px';
} else {
this.rulesBox.style.width = this.gameBoxSize.w - 4 + 'px';
}
}
GameOfLife.prototype.init = function() {
for (var i = 0; i < this.columns; i++) {
this.oldState[i] = [];
this.newState[i] = [];
this.useState[i] = [];
for (var j = 0; j < this.lines; j++) {
this.newState[i][j] = false;
this.oldState[i][j] = false;
this.useState[i][j] = false;
}
}
};
GameOfLife.prototype.randomDraft = function() {
for (var i = 0; i < this.columns; i++) {
this.oldState[i] = [];
this.newState[i] = [];
this.useState[i] = [];
for (var j = 0; j < this.lines; j++) {
var result = Math.random() < .075;
this.newState[i][j] = result;
this.oldState[i][j] = result;
this.useState[i][j] = false;
}
}
this.update();
this.counter = 0;
};
GameOfLife.prototype.update = function() {
for (var i = 0; i < this.columns; i++) {
for (var j = 0; j < this.lines; j++) {
this.newState[i][j] = this.updateState( i, j );
}
}
for (var i = 0; i < this.newState.length; i++) {
for (var j = 0; j < this.newState[i].length; j++) {
this.oldState[i][j] = this.newState[i][j] ? true : false
}
}
this.counter++;
};
GameOfLife.prototype.updateState = function(i, j){
var
adyacentAlive = 0,
iMinus = i - 1 >= 0,
iPlus = i + 1 < this.columns,
jMinus = j - 1 >= 0,
jPlus = j + 1 < this.lines;
if (iMinus && jMinus && this.oldState[i-1][j-1]){ adyacentAlive++ };
if (iMinus && this.oldState[i-1][j]){ adyacentAlive++ };
if (iMinus && jPlus && this.oldState[i-1][j+1]){ adyacentAlive++ };
if (iPlus && jMinus && this.oldState[i+1][j-1]){ adyacentAlive++ };
if (iPlus && this.oldState[i+1][j]){ adyacentAlive++ };
if (iPlus && jPlus && this.oldState[i+1][j+1]){ adyacentAlive++ };
if (jMinus && this.oldState[i][j-1]){ adyacentAlive++ };
if (jPlus && this.oldState[i][j+1]){ adyacentAlive++ };
return (this.oldState[i][j] && adyacentAlive === 2) || (this.oldState[i][j] && adyacentAlive === 3) || (!this.oldState[i][j] && adyacentAlive === 3);
};
GameOfLife.prototype.draw = function() {
this.lifeCell = 0;
this.ctx.clearRect(0, 0, this.width, this.height);
this.drawGrid();
for (var i = 0; i < this.columns; i++) {
for (var j = 0; j < this.lines; j++) {
if (this.useState[i][j]) {
this.ctx.beginPath();
this.ctx.fillStyle = 'rgba(104,159,56,.1)'; // cell color
this.ctx.fillRect(i*this.unitSize, j*this.unitSize, this.unitSize, this.unitSize);
this.ctx.closePath();
};
}
}
for (var i = 0; i < this.columns; i++) {
for (var j = 0; j < this.lines; j++) {
if (this.newState[i][j]) {
this.lifeCell++;
this.useState[i][j] = true;
this.ctx.beginPath();
this.ctx.fillStyle = 'rgba(236,64,122,1)'; // cell color
this.ctx.fillRect(i*this.unitSize, j*this.unitSize, this.unitSize, this.unitSize);
this.ctx.closePath();
};
}
}
};
GameOfLife.prototype.addUnit = function(x, y) {
var i = Math.floor(x/this.unitSize);
var j = Math.floor(y/this.unitSize);
this.newState[i][j] = !this.newState[i][j];
this.oldState[i][j] = !this.oldState[i][j];
}
GameOfLife.prototype.gg = function() {
this.gameOn = !this.gameOn;
};
GameOfLife.prototype.start = function() {
this.init();
this.draw();
setInterval(this.tick, this.drawRate, this);
};
GameOfLife.prototype.tick = function(self) {
if (self.gameOn) self.update();
self.infoGeneration.innerHTML = self.getGeneration();
self.infoLifeCell.innerHTML = self.getLifeCell();
self.infoSpeed.innerHTML = self.getSpeed();
self.draw();
self.grid = self.state;
};
GameOfLife.prototype.getWorldSize = function() {
return {
w: this.width,
h: this.height
};
};
GameOfLife.prototype.getGeneration = function() {
return this.counter;
};
GameOfLife.prototype.getLifeCell = function() {
return this.lifeCell;
};
GameOfLife.prototype.getSpeed = function() {
return Math.round(this.drawRate);
};
GameOfLife.prototype.drawGrid = function() {
var hLines = this.height/this.unitSize/this.gridSize;
var wLines = this.width/this.unitSize/this.gridSize;
for(var i = 0; i < hLines; i++) {
this.ctx.beginPath();
this.ctx.moveTo(0, i*this.gridSize*this.unitSize-.5);
this.ctx.lineTo(this.width, i*this.gridSize*this.unitSize-.5);
if (i%5) {
this.ctx.strokeStyle = 'rgba(66,66,66,.2)';
} else {
this.ctx.strokeStyle = 'rgba(66,66,66,.7)';
}
this.ctx.stroke();
this.ctx.closePath();
};
for(var i = 0; i < wLines; i++) {
this.ctx.beginPath();
this.ctx.moveTo(i*this.gridSize*this.unitSize-.5, 0);
this.ctx.lineTo(i*this.gridSize*this.unitSize-.5, this.height);
if (i%5) {
this.ctx.strokeStyle = 'rgba(66,66,66,.2)';
} else {
this.ctx.strokeStyle = 'rgba(66,66,66,.7)';
}
this.ctx.stroke();
this.ctx.closePath();
};
};
GameOfLife.prototype.reset = function() {
this.init();
this.gameOn = false;
this.counter = 0;
this.lifeCell = 0;
};
return GameOfLife;
})();
var c = document.getElementById('world');
var startButton = document.getElementById('ctrl_1');
var generateWorld = document.getElementById('ctrl_2');
var resetWorld = document.getElementById('ctrl_3');
var infoPanel = document.getElementsByClassName('info-panel')[0];
var infoGeneration = document.getElementById('info_generation');
var infoLifeCell = document.getElementById('info_life-cell');
var infoSpeed = document.getElementById('info_speed');
var gameBox = document.getElementById('game');
var rulesBox = document.getElementById('rules');
var gameOfLife = new GameOfLife({
canvas : c,
unitSize : 2,
columns : 240,
lines : 180,
drawRate : 1000/16,
gridSize : 4,
infoPanel : infoPanel,
infoGeneration : infoGeneration,
infoLifeCell : infoLifeCell,
infoSpeed : infoSpeed,
gameBox : gameBox,
rulesBox : rulesBox
});
gameOfLife.start();
c.addEventListener('click', function(e) {
gameOfLife.addUnit(e.offsetX, e.offsetY);
});
startButton.addEventListener('click', function(e) {
gameOfLife.gg();
});
generateWorld.addEventListener('click', function(e) {
gameOfLife.randomDraft();
});
resetWorld.addEventListener('click', function(e) {
gameOfLife.reset();
});
1 Response