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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <div class="col-md-10 col-md-offset-1 info">
<h2>info:<small>if you click on the white buttons it will generate an random board with live and false cells.Inside of the java portion, right at the beggining you can manipulate cell size, grid height and width. Enjoy :)</small></h2>
</div>

<div id='app' class='container'>

</div>


            
          
!
            
              .grid  
  position: relative
  margin: auto
  margin-top: 20px
 
  height: 600px
  width: 500px   
  
  .isAlive
    background-color: red

.cell
  background-color: white
  border-style: solid
  border-width: 1px
  border-color: green


  
            
          
!
            
              let cellSize = 12;
let gridHeight = 15;
let gridWidth = 20;

 class App extends React.Component { 
 
  render() {   
    return(
      <div className="col-md-10">
       <GameManager />   
      </div>
    )
  } 
};
 
class GameManager extends React.Component {  
  constructor(props) {
    super(props);
    this.state= {
      gridSize: [],
      algorithmBoard: [],
      generationCount: 0,
      timing: null,      
      
      divStyle : {
        position: 'absolute',      
        width: cellSize,
        height: cellSize       
      }
    }       
  } 
  //////////////////when click on cell update state //////////////////////////////////////
  sendBoolToGameManager = (posTop, posLeft) => {
    //toggles betwen true and false;
    this.state.algorithmBoard[posTop][posLeft] 
    ?
    this.state.algorithmBoard[posTop][posLeft]   = !this.state.algorithmBoard[posTop][posLeft]   
    :
    this.state.algorithmBoard[posTop][posLeft]   = !this.state.algorithmBoard[posTop][posLeft] 
    
    this.state.gridSize[posTop][posLeft] = <Cell positionBottom={posTop * cellSize} positionLeft={posLeft * cellSize} 
                              sendBoolToGameManager ={this.sendBoolToGameManager} 
                              isAlive={this.state.algorithmBoard[posTop][posLeft]}
                              divStyle={this.state.divStyle}/>;  
    //when we update the state all elements rerender on VirtualDOM, but only those who have changed rerender on the actual DOM
    this.setState({      
      gridSize:  this.state.gridSize,
      algorithmBoard: this.state.algorithmBoard
    })
  };  

  renderGrid = (rows, cols) => {
    let board = [];
    let tempAlgorithmBoard = [];
    // Creates all lines:
    for(var i=0; i < rows; i++){

      // Creates an empty line
      board[i] = [];
      tempAlgorithmBoard[i] = [];

      for(var j=0; j < cols; j++){
        // Initializes the Cells with props
        tempAlgorithmBoard[i][j] = Math.round(Math.random()) === 0 ? true : false;
        board[i][j] = <Cell positionBottom={i*cellSize} positionLeft={j*cellSize}
                        sendBoolToGameManager={this.sendBoolToGameManager}                  
                        isAlive={tempAlgorithmBoard[i][j]}
                        divStyle={this.state.divStyle}/>;
        
      }
    }

    this.setState({
      gridSize: board,
      algorithmBoard: tempAlgorithmBoard
    })    
    
  };  

////////////////////////////////setting the game and algorithm logic////////////////////////////
  nextGrid = () => {  
    
    this.checkNeigbours( this.getLivingNeighbors );
     this.setState({
       generationCount: this.state.generationCount + 1
     })    
  };  

  checkNeigbours = ( magicFunction ) => {
      let board = this.state.algorithmBoard;
      let tempBoard = [];
      for(var i  = 0; i <  board.length; i++){
        tempBoard[i] = [];
        for(var j = 0; j < board[i].length; j++){
          /////////////////////////////THE GAME OF LIFE LOGIC///////////////////////
            let count = magicFunction( i, j, board, board.length, board[i].length);            
            let living = board[i][j];            
            let result = false;
           // Apply the rules and set the next state.
                if (living && count < 2)
                    result = false;
                if (living && (count == 2 || count == 3))
                    result = true;
                if (living && count > 3)
                    result = false;
                if (!living && count == 3)
                    result = true;
          //tre sa updatez boardul de abia dupa ce am terminat totul de examinat
                tempBoard[i][j] = result;
        }
      } 
   
    this.updateBoard(tempBoard, this.state.algorithmBoard, this.state.gridSize)
    };

  getLivingNeighbors = ( row, col, cells, rowSize, colSize) => {
  ///// The first if statement of each pair is simply checking that we're not on the edge of the grid////   
  
     let count = 0;

   // Check cell on the right only if you are not on the right edge of the grid.
   if (col != colSize - 1)
       if (cells[row][col + 1] === true)
           count = count + 1;

   // Check cell on the bottom right only if you are not on the right edge of the grid and on first row.
   if (row != 0 && col !=colSize - 1)
       if (cells[row - 1][col + 1] === true) 
           count++;

   // Check cell on the bottom.
   if (row != 0)
       if (cells[row - 1][col] === true) 
           count++;

   // Check cell on the bottom left.
   if (row != 0 && col != 0)
       if (cells[row - 1][col - 1] === true) 
           count++;

   // Check cell on the left.
   if (col != 0)
       if (cells[row][col - 1] === true) 
           count++;

   // Check cell on the top left.
   if (row != rowSize - 1 && col != 0)
       if (cells[row + 1][col - 1] === true) 
           count++;

   // Check cell on the top.
   if (row != rowSize - 1)
       if (cells[row + 1][col] === true) 
           count++;

   // Check cell on the top right.
   if (row != rowSize - 1 && col != colSize - 1)
       if (cells[row + 1][col + 1] === true) 
           count++;

   return count;
};

  updateBoard = (tempBoard, boolBoard, cellBoard) => {
    boolBoard = tempBoard;
    for(var i in boolBoard) {
      for (var j in boolBoard[i]){        
          cellBoard[i][j] = <Cell positionBottom={i*cellSize} positionLeft={j*cellSize} 
                              sendBoolToGameManager ={this.sendBoolToGameManager} 
                              isAlive={boolBoard[i][j]}
                              divStyle={this.state.divStyle}/>;
      }
    } 
   
   this.setState({
     gridSize: cellBoard,
     algorithmBoard: boolBoard
   })     
  }; 
///////////////////////////////////end algorithm logic////////////////////////////////////
 
 smallBoard = () => {
     this.state.generationCount = 0;  
    this.renderGrid(20,30);
  };
 mediumBoard = () => {
    this.state.generationCount = 0;  
    this.renderGrid(30,50);
  };
 largeBoard = () => {
    this.state.generationCount = 0;  
    this.renderGrid(50,70);
  };

 stopBoard = () => {       
    clearInterval(this.state.timing);
  };

 runBoard = () => {
  clearInterval(this.state.timing);
  this.state.timing = setInterval(this.nextGrid, 100);
};

 clearBoard = () => {
   
  this.state.generationCount = 0;  
  clearInterval(this.state.timing);
  for(var i in this.state.algorithmBoard) {
      for (var j in this.state.algorithmBoard[i]){
          this.state.algorithmBoard[i][j] = false;
          this.state.gridSize[i][j] = <Cell positionBottom={i*cellSize} positionLeft={j*cellSize} 
                              sendBoolToGameManager ={this.sendBoolToGameManager} 
                              isAlive={false}
                              divStyle={this.state.divStyle}/>;
      }
    } 
   
   this.setState({
     gridSize:  this.state.gridSize,
     algorithmBoard: this.state.algorithmBoard
   })     
 
};

 componentWillMount() {
   this.renderGrid( gridHeight, gridWidth );
}

 componentDidMount() {
  this.state.timing = setInterval(this.nextGrid, 100);
}

  render() {    
    return(
      <div className="app">
        <Grid gridSize={this.state.gridSize} /> 
        <div className="row"> 
          <button className='btn btn-default ' onClick={this.smallBoard} >20x30</button>  
          <button className='btn btn-default' onClick={this.mediumBoard}>30x50</button>
          <button className='btn btn-default ' onClick={this.largeBoard}>50x70</button>
        </div>     
        <div className="row"> 
         
          <button className='btn btn-danger' onClick={this.stopBoard}>Pause</button>
          <button className='btn btn-danger' onClick={this.runBoard}>Run</button>
          <button className='btn btn-danger' onClick={this.clearBoard}>Clear</button>
        </div>         
         
        <div>Count = {this.state.generationCount}</div>
      </div>
    )
  }
}

class Grid extends React.Component {  
  
  render() {  
    return(
      <div className="grid">
        {this.props.gridSize}          
      </div>
    )
  }
}

class Cell extends React.Component {

  handleMouseClick = (evn) => {
    
    if( this.props.isAlive){
      //i am sending an message to gameManager and asking it to change the props of this cell
      this.props.sendBoolToGameManager( this.props.positionBottom/cellSize , this.props.positionLeft/cellSize );
    }else{
      
      this.props.sendBoolToGameManager( this.props.positionBottom/cellSize , this.props.positionLeft/cellSize );
    }
 
  };

  render() {
    this.props.divStyle.bottom = this.props.positionBottom;
    this.props.divStyle.left = this.props.positionLeft;    
    
    return(
      <div style={ this.props.divStyle }
        className={ this.props.isAlive ? 'cell isAlive' : 'cell' }        
        onClick={ this.handleMouseClick }
      />      
    )
  }
}


 ReactDOM.render(<App /> , document.getElementById("app"));

            
          
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