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<div id="wrapper">
<canvas id="gameCanvas" width="1004" height="680"></canvas>
<div>
<p><button id="decreaseSpeed">slow</button><cite id="generations">Generation: <span id="generation">0</span></cite><button id="increaseSpeed">fast</button></p>
<!-- <button id="restart" onclick="universe.init()">Restart</button> -->
<div id="legend">
<ul id="icon-legend"></ul>
<ul id="color-legend"></ul>
</div>
</div>
</div>
#wrapper { with: 1008px; margin-top: 20px; }
body { background: #001F2B; color: white; }
button { background-color: #FFBA20; border: 0; margin-right: 10px; padding: 10px; border-radius: 10px; cursor: pointer; }
button:hover { opacity: .5; }
#startGame, #restart { background: #0047AA; }
div { font-size: 15px; font-family: arial; font-weight: bold; text-align: center; }
cite { font-style: normal; margin: 0 20px 0 13px; }
#legend { width: 1000px; padding: 20px; color: #01B8FF; border: 1px solid #00415A; margin: 20px auto 0 auto; text-align: left; }
#legend ul { display: grid; grid-template-columns: repeat(8, 1fr); row-gap: 15px; list-style-type: none; padding: 0; }
#legend ul:last-child { margin-bottom: 0; }
#legend #icon-legend { text-align: center; grid-template-columns: repeat(2, 1fr); }
#legend li span { display: inline-block; width: 17px; height: 17px; margin-right: 10px; }
// TODO: Add a Start button
// TODO: Hide icons at GAME OVER
// TODO: Add population counts by age
// TODO: Track the population by age on a graph
const width = 60,
height = 40,
cellSize = 17,
maxHistory = 100,
eventDuration = 5000,
eventTypeChallenge = 'challenge',
eventTypeAbundance = 'abundance',
challengeProbability = 0.01,
abundanceProbability = 0.02,
boonIcon = '👶',
baneIcon = '💀';
let generationsWrapper = document.getElementById('generations');
let generationElement = document.getElementById('generation');
class Utilities {
getRandomNumber(min, max) {
if (typeof min !== 'number' || typeof max !== 'number' || !Number.isInteger(min) || !Number.isInteger(max) || !Number.isFinite(min) || !Number.isFinite(max))
throw new Error('min and max must be finite numbers');
if (min > max)
throw new Error('Invalid range: min is greater than max');
if (min === max)
return min;
const randomNumber = Math.floor(Math.random() * (max - min + 1)) + min;
return randomNumber;
}
getRandomEventType() {
const rand = Math.random();
if (rand < challengeProbability)
return eventTypeChallenge;
else if (rand < abundanceProbability)
return eventTypeAbundance;
}
}
class Universe {
constructor() {
this.universe = Array.from({ length: height }, () => Array(width).fill(0));
this.stagnation = Array.from({ length: height }, () => Array(width).fill(0));
this.ages = Array.from({ length: height }, () => Array(width).fill(0));
this.activeEvents = [];
this.universeHistory = [];
this.gameRunning = true;
this.count = 0;
}
hasRepeatedState() {
const currentState = this.universe.map(row => row.join('')).join('');
const repeatedState = this.universeHistory.indexOf(currentState) !== -1;
this.universeHistory.push(currentState);
if (this.universeHistory.length > maxHistory) {
this.universeHistory.shift(); // Remove the oldest state
}
return repeatedState;
}
decayRandomCells(percentage = 0.05) {
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
if (this.universe[y][x] === 1 && Math.random() < percentage) {
this.universe[y][x] = 0; // Decay the cell
this.ages[y][x] = 0; // Reset age
}
}
}
}
decayCellsDuringChallenge(x, y) {
const cellsToDecay = Math.floor(Math.random() * 5) + 1; // Random number between 1 to 5
for (let i = 0; i < cellsToDecay; i++) {
let offsetX = Math.floor(Math.random() * 3) - 1; // Generate a number between -1 to 1
let offsetY = Math.floor(Math.random() * 3) - 1; // Generate a number between -1 to 1
// Make sure the coordinates are within the universe's boundaries
const newX = (x + offsetX + width) % width;
const newY = (y + offsetY + height) % height;
this.universe[newY][newX] = 0; // Kill the cell
this.ages[newY][newX] = 0; // Reset age
}
}
decayStagnantCells(newUniverse, newAges) {
// Decay cells that have been static for too long
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
if (this.stagnation[y][x] >= 50 && this.stagnation[y][x] <= 75 && Math.random() < 0.05) {
newUniverse[y][x] = 0; // Decay the cell
newAges[y][x] = 0; // Reset age
this.stagnation[y][x] = 0; // Reset stagnation counter
}
}
}
}
simulateGrowth(x, y) {
let newCells = Math.floor(Math.random() * 6) + 10; // Random number between 10 to 15
for (let i = 0; i < newCells; i++) {
let offsetX = Math.floor(Math.random() * 3) - 1; // Generate a number between -1 to 1
let offsetY = Math.floor(Math.random() * 3) - 1; // Generate a number between -1 to 1
// Make sure the coordinates are within the universe's boundaries
const newX = (x + offsetX + width) % width;
const newY = (y + offsetY + height) % height;
this.universe[newY][newX] = 1; // Birth the cell
this.ages[newY][newX] = 1; // Set age to 1
}
}
addEvent(type, x, y, duration) {
this.activeEvents.push({ type, x, y, duration });
}
setRandomEvent() {
const randX = utilities.getRandomNumber(0, width);
const randY = utilities.getRandomNumber(0, height);
const eventType = utilities.getRandomEventType();
if (eventType === eventTypeChallenge) {
this.addEvent(eventTypeChallenge, randX, randY, eventDuration);
this.decayCellsDuringChallenge(randX, randY);
} else if (eventType === eventTypeAbundance) {
this.addEvent(eventTypeAbundance, randX, randY, eventDuration);
this.simulateGrowth(randX, randY);
}
}
countLivingCells() {
let totalAlive = 0;
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
totalAlive += this.universe[y][x];
}
}
return totalAlive;
}
checkForStagnation(y, x, newUniverse) {
if (this.universe[y][x] === newUniverse[y][x]) {
this.stagnation[y][x]++;
} else {
this.stagnation[y][x] = 0;
}
}
countNeighboringCells(newUniverse, newAges) {
const neighborCountThreshold = 3,
neighborCountAliveThreshold = 2,
MAX_AGE = 10;
for (let i = 0; i < height * width; i++) {
const y = (i / width) | 0;
const x = i % width;
let n = 0;
for (let y1 = y - 1; y1 <= y + 1; y1++) {
for (let x1 = x - 1; x1 <= x + 1; x1++) {
if (this.universe[(y1 + height) % height][(x1 + width) % width] > 0) {
n++;
}
}
}
const isAlive = this.universe[y][x] > 0;
if (isAlive) n--;
if (n === neighborCountThreshold || (n === neighborCountAliveThreshold && isAlive))
newUniverse[y][x] = 1;
else
newUniverse[y][x] = 0;
if (newUniverse[y][x] === 1)
newAges[y][x] = this.ages[y][x] + 1;
else
newAges[y][x] = 0;
if (newAges[y][x] > MAX_AGE)
newAges[y][x] = 0; // Reset age if it exceeds 10
this.checkForStagnation(y, x, newUniverse);
}
}
develop() {
let newUniverse = Array.from({ length: height }, () => Array(width).fill(0));
let newAges = Array.from({ length: height }, () => Array(width).fill(0));
let totalAlive = 0;
this.countNeighboringCells(newUniverse, newAges);
this.decayStagnantCells(newUniverse, newAges);
this.universe = newUniverse;
this.ages = newAges;
totalAlive = this.countLivingCells();
// If no cells are alive, update the game's status
if (totalAlive === 0) {
this.gameRunning = false;
generationsWrapper.innerText = `Mass Extinction at Generation #${this.count}!`;
}
if (this.hasRepeatedState() && this.gameRunning) this.decayRandomCells();
}
init() {
this.count = 0;
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
if (Math.random() < 0.125) {
this.universe[y][x] = 1;
this.ages[y][x] = 1;
} else {
this.universe[y][x] = 0;
this.ages[y][x] = 0;
}
}
}
generationsWrapper.innerHTML = `Generation: <span id='generation'>0</span>`;
generationElement = document.getElementById('generation');
graphics.show();
}
}
class Graphics {
constructor(canvas, universe) {
this.canvas = canvas;
this.ctx = canvas.getContext('2d');
this.universe = universe;
}
drawEventIcon(event) {
this.ctx.font = `${cellSize}px Arial`;
const adjustedX = event.x * cellSize - 3;
const adjustedY = (event.y + 1) * cellSize - 2;
// Calculate the alpha value based on the remaining duration of the event
let alphaValue = event.duration / eventDuration;
// Adjust alphaValue based on speed.
const speedFactor = Math.pow(1.5, -game.speed); // The exponential function makes it fade faster as speed decreases
alphaValue = alphaValue * speedFactor;
if (alphaValue > 1) {
alphaValue = 1; // Ensure alpha value doesn't exceed 1
}
if (alphaValue > 0.5) {
// Fade in for the first half of the duration
alphaValue = 2 * (alphaValue - 0.5);
} else {
// Fade out for the second half
alphaValue = 2 * alphaValue;
}
// Adjust alpha based on speed
const fadeFactor = Math.exp(1 - game.speed / 10); // speed is divided by 10 assuming it ranges between 0 and 10
alphaValue = Math.pow(alphaValue, fadeFactor);
this.ctx.globalAlpha = alphaValue; // Set the alpha value
if (event.type === 'challenge') {
this.ctx.fillText(baneIcon, adjustedX, adjustedY);
} else if (event.type === 'abundance') {
this.ctx.fillText(boonIcon, adjustedX, adjustedY);
}
this.ctx.globalAlpha = 1; // Reset the alpha value
}
lerp(start, end, amt) {
return start * (1 - amt) + end * amt;
}
getColorForAge(age) {
function colorToRgb(color) {
// Get RGB values from CSS color
let tempElem = document.createElement('div');
tempElem.style.color = color;
document.body.appendChild(tempElem);
let colors = window.getComputedStyle(tempElem).color.match(/\d+/g).map(Number);
document.body.removeChild(tempElem);
return colors;
}
function interpolateColors(color1, color2, factor) {
let result = [];
let col1 = colorToRgb(color1);
let col2 = colorToRgb(color2);
for (let i = 0; i < 3; i++) {
result.push(Math.round(graphics.lerp(col1[i], col2[i], factor)));
}
return 'rgb(' + result[0] + ', ' + result[1] + ', ' + result[2] + ')';
}
if (age === 1) return 'lightblue'; // Baby
if (age === 2) return interpolateColors('lightblue', 'blue', 0.5); // Pr-Teen
if (age === 3) return 'blue'; // Teen
if (age >= 4 && age <= 5) return interpolateColors('blue', 'black', (age - 3) * 0.5); // Young Adult
if (age === 6) return 'black'; // Adult
if (age >= 7 && age <= 8) return interpolateColors('black', 'red', (age - 6) * 0.5); // Mature
if (age === 9) return 'red'; // Elderly
if (age === 10) return 'pink'; // Dying
return null; // Dead or undefined age
}
drawGameOverText() {
const fontSize = 48;
const x = this.canvas.width / 2;
const y = this.canvas.height / 2;
this.ctx.font = `${fontSize}px Arial`;
this.ctx.textAlign = 'center';
this.ctx.textBaseline = 'middle';
// Set stroke properties
this.ctx.strokeStyle = '#00415A';
this.ctx.lineWidth = 5;
// Set the fill color
this.ctx.fillStyle = '#FFFFFF';
// Draw the stroke (outline) for the text
this.ctx.strokeText('GAME OVER', x, y);
// Draw the text itself
this.ctx.fillText('GAME OVER', x, y);
}
show() {
game.ctx.clearRect(0, 0, game.canvas.width, game.canvas.height);
// Draw cells
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
if (universe.universe[y][x]) {
game.ctx.fillStyle = this.getColorForAge(universe.ages[y][x]);
game.ctx.fillRect(x * cellSize, y * cellSize, cellSize, cellSize);
}
}
}
// Draw grid
game.ctx.strokeStyle = '#00415A';
game.ctx.lineWidth = 1;
for (let y = 0; y <= height; y++) {
game.ctx.moveTo(0, y * cellSize);
game.ctx.lineTo(game.canvas.width, y * cellSize);
}
for (let x = 0; x <= width; x++) {
game.ctx.moveTo(x * cellSize, 0);
game.ctx.lineTo(x * cellSize, game.canvas.height);
}
game.ctx.stroke();
generationElement.innerText = universe.count;
if (!universe.gameRunning) this.drawGameOverText();
}
}
class Game {
constructor() {
this.canvas = document.getElementById('gameCanvas');
this.ctx = this.canvas.getContext('2d');
this.restart = document.getElementById('restart');
this.increaseSpeedBtn = document.getElementById('increaseSpeed');
this.decreaseSpeedBtn = document.getElementById('decreaseSpeed');
this.speed = 50;
this.gameRunning = true;
this.count = 0;
this.activeEvents = [];
this.initEventListeners();
}
loop() {
universe.setRandomEvent();
// Update event durations and filter out expired events
this.activeEvents = universe.activeEvents.map(event => ({
...event,
duration: event.duration - this.speed
})).filter(event => event.duration > 0);
graphics.show();
this.activeEvents.forEach(graphics.drawEventIcon.bind(graphics));
if (universe.gameRunning) {
universe.develop();
universe.count++;
setTimeout(this.loop.bind(this), this.speed);
}
}
initEventListeners() {
this.increaseSpeedBtn.addEventListener('click', () => {
if (this.speed > 10) {
this.speed -= 10;
}
});
this.decreaseSpeedBtn.addEventListener('click', () => {
this.speed += 10;
});
/*
this.restart.addEventListener('click', () => {
this.gameRunning = true;
this.activeEvents = [];
universe.init(); // Assuming 'init' is a method of the Game class
this.loop();
});
*/
}
}
const utilities = new Utilities();
const game = new Game();
const universe = new Universe();
const graphics = new Graphics(game.canvas, universe);
function populateLegend() {
const iconLegend = document.getElementById('icon-legend');
const colorLegend = document.getElementById('color-legend');
// Add icons to the legend
const icons = [
{ icon: boonIcon, description: 'A sudden population increase (abundant food, etc.)' },
{ icon: baneIcon, description: 'A sudden population reduction (famine, epidemic, disaster, etc.)' }
];
icons.forEach(item => {
const li = document.createElement('li');
li.innerHTML = `<span>${item.icon}</span> ${item.description}`;
iconLegend.appendChild(li);
});
// Add colors to the legend
const colors = [
{ color: 'lightblue', description: 'Born' },
{ color: graphics.getColorForAge(2), description: 'Pre-Teen' },
{ color: 'blue', description: 'Teen' },
{ color: graphics.getColorForAge(4), description: 'Young Adult' },
{ color: 'black', description: 'Adult' },
{ color: graphics.getColorForAge(7), description: 'Mature' },
{ color: 'red', description: 'Elderly' },
{ color: 'pink', description: 'Dying' }
];
colors.forEach(item => {
const li = document.createElement('li');
li.innerHTML = `<span style='background-color: ${item.color}'>${String.fromCharCode('■')}</span> ${item.description}`;
colorLegend.appendChild(li);
});
}
universe.init();
game.loop();
populateLegend();
Also see: Tab Triggers