Last active
May 18, 2022 14:52
-
-
Save holmberd/d1daa56176caf9b95953ffbd3e6ddf21 to your computer and use it in GitHub Desktop.
Game of life Javascript [1]
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/** | |
* Conway's Game of Life | |
* | |
* The world 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. | |
* | |
* 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 boardStr = '......\n' + | |
* '***...\n' + | |
* '......\n' + | |
* '......\n' + | |
* '......\n' + | |
* '......\n'; | |
* const world = createWorld(boardStr); | |
* world.evolve(); | |
* print(world); | |
* | |
* --------------------------- | |
* .*.... | |
* .*.... | |
* .*.... | |
* ...... | |
* ...... | |
* .*.... | |
*/ | |
const CellChar = { | |
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 equal 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(row, rowIndex)); | |
} | |
evolveRow(row, rowIndex) { | |
return row.map((cell, colIndex) => this.evolveCell(cell, new Location(rowIndex, colIndex))); | |
} | |
evolveCell(cell, cellLocation) { | |
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) && this.getCell(neighbourLocation).isAlive) { | |
count++; | |
} | |
return count; | |
}, 0); | |
} | |
/** | |
* Checks if a location is within the bounds of the board. | |
*/ | |
inBounds({ row, col }) { | |
return (row >= 0 && row < this.rows && col >= 0 && col < this.cols); | |
} | |
} | |
/** | |
* Helper for creating a new world from a string. | |
* | |
* @param {string} boardStr | |
* @return {World} | |
*/ | |
function createWorld(boardStr) { | |
const board = createBoard(boardStr); | |
return new World(board); | |
} | |
function createBoard(boardStr) { | |
const board = getBoardRows(boardStr); | |
return board.map(createRowCells); | |
} | |
function getBoardRows(boardStr) { | |
return boardStr.split('\n').slice(0, -1); | |
} | |
function createRowCells(row) { | |
return row.split('').map(convertCharToCell); | |
} | |
function convertCharToCell(char) { | |
return new Cell(char === CellChar.ALIVE); | |
} | |
/** | |
* Helper for printing the current state of the game world. | |
* | |
* @param {World} world | |
*/ | |
function print(world) { | |
let str = ''; | |
for (const row of world.board) { | |
for (const cell of row) { | |
str += cell.isAlive ? CellChar.ALIVE : CellChar.DEAD; | |
} | |
str += '\n'; | |
} | |
console.log(str); | |
} | |
function test() { | |
const boardStr = | |
'........\n' + | |
'........\n' + | |
'...***..\n' + | |
'........\n' + | |
'........\n' + | |
'........\n'; | |
const world = createWorld(boardStr); | |
print(world); | |
world.evolve(); | |
print(world); | |
} | |
test(); |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment