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<div class="container">
<div id="view" class="conway">
<h1>Conway's Game of Life+</h1>
<div id="controls">
<button id="play" type="button" name="button">Play</button>
<button id="step" type="button" name="button">Step</button>
<button id="clear" type="button" name="button">Clear</button>
<button id="rand" type="button" name="button">Rand</button>
<br>
<label>Pen Color
<input id="penColor" type="color" name="favcolor" value="#000000">
</label>
<br>
<label>Pen Size: 1
<input id="penSize" type="range" min="1" max="10" value="5" /> 10</label>
<br>
<label>Speed: 0
<input id="speed" type="range" min="0" max="180" value="180" /> 180</label>
<br>
<label>Width: 5
<input id="width" type="range" min="5" max="300" value="128" /> 300</label>
<br>
<label>Height: 5
<input id="height" type="range" min="5" max="300" value="128" /> 300</label>
</div>
<canvas id="canvas"></canvas>
</div>
</div>
.container {
text-align: center;
font-family: Sans-Serif;
}
.conway {
background: #eee;
display: inline-block;
padding: 10px;
border-radius: 5px;
}
.conway h1 {
margin: 0 0 10px 0;
}
.conway #controls {
margin-bottom: 10px;
}
.conway canvas {
width: 475px;
height: 475px;
border: black solid 1px;
background: white;
cursor: crosshair;
image-rendering: -moz-crisp-edges;
image-rendering: -o-crisp-edges;
image-rendering: -webkit-optimize-contrast;
-ms-interpolation-mode: nearest-neighbor;
image-rendering: pixelated;
-webkit-touch-callout: none;
-webkit-user-select: none;
-khtml-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
user-select: none;
}
/**
* The model for each cell
* @params {int} params.x
* @params {int} params.y
* @params {obj} params.color {r,g,b,a}
* @params {Grid} params.grid
*/
function Cell(params) {
var cell = this;
cell.x = params.x;
cell.y = params.y;
cell.color = params.color;
cell.live = false;
cell.grid = params.grid;
cell.liveNeighborColors = null;
}
Cell.AGE_UNIT = 255 * 0.1;
/**
* counts nearby living neighbors and stores their colors
* @return {[type]} [description]
*/
Cell.prototype.examine = function() {
var cell = this;
cell.liveNeighborColors = cell.getNeighbors().map(function(neighbor) {
return neighbor.live ? neighbor.getColor() : null;
}).filter(function(neighbor) {
// Clear out any nulls
return neighbor;
});
};
/**
* Update cell's live status and color based on their neighbors
* @note Should be called after all cells are 'examined'
*/
Cell.prototype.update = function() {
var cell = this,
liveNeighborCount = cell.liveNeighborColors.length;
if (cell.live) {
if (liveNeighborCount <= 1 || liveNeighborCount >= 4) {
cell.kill();
} else {
cell.age();
}
} else if (liveNeighborCount === 3) {
cell.inheritColorFromNeighbors();
cell.makeAlive();
}
};
Cell.prototype.makeAlive = function() {
this.live = true;
};
Cell.prototype.kill = function() {
this.live = false;
};
Cell.prototype.randomize = function() {
this.live = Math.random() < 0.4;
this.color.r = Math.random() * 255;
this.color.g = Math.random() * 255;
this.color.b = Math.random() * 255;
this.color.a = 255 * 0.1;
};
/**
* Gets color values from neighbors
* @assume That there are only three live neighbors
*/
Cell.prototype.inheritColorFromNeighbors = function() {
var cell = this;
cell.color.a = Cell.AGE_UNIT;
// channels are backwards so we can pop off in order of rgb
var channels = ['b', 'g', 'r'];
cell.liveNeighborColors.forEach(function(color) {
var channel = channels.pop();
cell.color[channel] = color[channel];
});
};
/**
* Increment the age of the cell. Capped at max color value;
*/
Cell.prototype.age = function() {
var newAge = this.color.a + Cell.AGE_UNIT;
this.color.a = newAge > 255 ? 255 : newAge;
};
/**
* @return {array} Neighbors starting on left and going in clockwise order
*/
Cell.prototype.getNeighbors = function() {
var cell = this,
grid = cell.grid,
onTop = cell.y === 0,
onBottom = cell.y === (grid.height - 1),
onLeft = cell.x === 0,
onRight = cell.x === (grid.width - 1);
return [
(onLeft) ? null : grid.rows[cell.y][cell.x - 1],
(onLeft || onTop) ? null : grid.rows[cell.y - 1][cell.x - 1],
(onTop) ? null : grid.rows[cell.y - 1][cell.x],
(onRight || onTop) ? null : grid.rows[cell.y - 1][cell.x + 1],
(onRight) ? null : grid.rows[cell.y][cell.x + 1],
(onBottom || onRight) ? null : grid.rows[cell.y + 1][cell.x + 1],
(onBottom) ? null : grid.rows[cell.y + 1][cell.x],
(onBottom || onLeft) ? null : grid.rows[cell.y + 1][cell.x - 1]
].filter(function(neighbor) {
// Clear out any nulls
return neighbor;
});
};
/**
* @return {obj} A duplicate of the cell's color
*/
Cell.prototype.getColor = function() {
return {
r: this.color.r,
g: this.color.g,
b: this.color.b,
a: this.color.a
};
};
/**
* Conway's game of life
* Extended from http://jsfiddle.net/blesh/n9S8R/light/
* @param {int} gridWidth
* @param {int} gridHeight
*/
function Conway(gridWidth, gridHeight) {
var conway = this;
conway.grid = new Grid(gridWidth, gridHeight);
var controlsElem = document.getElementById('controls');
var canvasElem = document.getElementById('canvas');
conway.view = new View(controlsElem, canvasElem);
conway.viewModel = new ViewModel(conway.view, conway.grid);
};
/**
* Model for the game board and necessary logic to simulate the game
* @param {int} w
* @param {int} h
*/
function Grid(w, h) {
var grid = this;
grid.width = w;
grid.height = h;
grid.running = false;
grid.rows = null;
/**
* Change the grid size
* @param {number} size.width (optional)
* @param {number} size.height (optional)
*/
grid.changeSize = function(size) {
grid.width = size.width || grid.width;
grid.height = size.height || grid.height;
grid.reset();
};
/**
* Initialize the correct number of cells and rows.
* Shrinks or grows the grid according to current width/height
*/
grid.reset = function() {
var x, y, row;
grid.rows = grid.rows || [];
for (y = 0; y < grid.height; y++) {
row = grid.rows[y] || [];
// Add on any additional width cells
for (x = row.length; x < grid.width; x++) {
row.push(new Cell({
x: x,
y: y,
color: {
r: 255,
g: 255,
b: 255,
a: 255
},
grid: grid
}));
}
// Check if any cells outside the width need to be removed
if (row.length > grid.width) {
row.splice(grid.width);
}
grid.rows[y] = row;
}
// Check if any cells outside the height need to be removed
if (grid.rows.length > grid.height) {
grid.rows.splice(grid.height);
}
};
/**
* Utility to run through all of the cells
* @param {Function} fn function(Cell, x, y)
*/
grid.traverse = function(fn) {
var x, y;
for (y = 0; y < grid.height; y++) {
for (x = 0; x < grid.width; x++) {
fn(grid.rows[y][x], x, y);
}
}
};
/**
* Utility to run through all the cells from (x1, y1)
* up to (x2, y2)
* @param {obj} bounds {x1,y1,x2,y2}
* @param {Function} fn function(cell, x, y)
*/
grid.traverseBounds = function(bounds, fn) {
var x, y;
for (y = bounds.y1; y < bounds.y2; y++) {
for (x = bounds.x1; x < bounds.x2; x++) {
if (grid.rows[y] && grid.rows[y][x]) {
fn(grid.rows[y][x], x, y);
}
}
}
};
/**
* Simulates a single step in the game
* @return {[type]} [description]
*/
grid.step = function() {
grid.traverse(function(cell) {
cell.examine();
});
grid.traverse(function(cell) {
cell.update();
});
};
/**
* Kills off all cells
*/
grid.clear = function() {
grid.traverse(function(cell) {
cell.kill();
});
};
/**
* Randomly turns on cells and changes their color
*/
grid.randomize = function() {
grid.traverse(function(cell) {
cell.randomize();
});
};
// call it right away to initialize the grid
grid.reset();
grid.randomize();
}
// Startup the game
window.conway = new Conway(128, 128);
/**
* Stores view elements
* @param {htmlElement} controlsElem
* @param {htmlCanvas} canvasElem
*/
function View(controlsElem, canvasElem) {
var view = this;
view.playButton = controlsElem.querySelector('#play');
view.stepButton = controlsElem.querySelector('#step');
view.clearButton = controlsElem.querySelector('#clear');
view.randButton = controlsElem.querySelector('#rand');
view.penColorInput = controlsElem.querySelector('#penColor');
view.penSizeRange = controlsElem.querySelector('#penSize');
view.speedRange = controlsElem.querySelector('#speed');
view.widthRange = controlsElem.querySelector('#width');
view.heightRange = controlsElem.querySelector('#height');
view.canvas = canvasElem;
}
/**
* Creates bindings between view and model
* @param {View} view
* @param {Grid} grid
*/
function ViewModel(view, grid) {
var table = view.table;
var speedRange = view.speedRange;
var viewModel = this;
/**
* Updates the current view
*/
viewModel.update = function() {
var context = view.canvas.getContext('2d'),
imageData, pixels,
x, y, i, color;
imageData = context.createImageData(grid.width, grid.height);
pixels = imageData.data;
grid.traverse(function(cell) {
if (cell.live) {
i = (cell.y * grid.width + cell.x) * 4;
pixels[i + 0] = cell.color.r; //red
pixels[i + 1] = cell.color.g; //green
pixels[i + 2] = cell.color.b; //blue
pixels[i + 3] = cell.color.a; //alpha
}
});
context.putImageData(imageData, 0, 0);
};
/**
* updates the grid, and then update the view
*/
viewModel.tick = function() {
grid.step();
viewModel.update();
};
// Shim requestAnimationFrame
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame || function(fn) {
setTimeout(fn, 1000 / 60);
};
// The animation loop
var frame = 0;
viewModel.animate = function() {
var speed = +speedRange.max - +speedRange.value;
var runStep = speed === 0 || speed < 180 && (frame++ % speed) === 0;
if (grid.running && runStep) {
viewModel.tick();
}
requestAnimationFrame(viewModel.animate);
}
requestAnimationFrame(viewModel.animate);
/**
* Setup initial bindings
*/
viewModel.init = function() {
setupCanvashandlers();
setupControlHandlers();
};
function setupCanvashandlers() {
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d');
canvas.width = grid.width;
canvas.height = grid.height;
function getPos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: Math.floor((evt.clientX - rect.left) / (rect.right - rect.left) * canvas.width),
y: Math.floor((evt.clientY - rect.top) / (rect.bottom - rect.top) * canvas.height)
};
}
var mouseDown = false;
canvas.onmousedown = function(evt) {
mouseDown = true;
drawSquare(evt, true);
};
canvas.onmouseup = function(evt) {
mouseDown = false;
};
canvas.onmousemove = function(evt) {
if (!mouseDown) return;
drawSquare(evt);
};
function drawSquare(evt, canKill) {
var pos = getPos(canvas, evt);
var clickedCell = grid.rows[pos.y][pos.x];
// Kill the entire square of cells if you can kill
// and the middle cell is alive
var killingCells = clickedCell.live && canKill;
var penSize = Number.parseInt(view.penSizeRange.value);
var hPenSize = penSize / 2;
// Shifts square up and left one if size is even
grid.traverseBounds({
x1: pos.x - Math.floor(hPenSize),
y1: pos.y - Math.floor(hPenSize),
x2: pos.x + Math.ceil(hPenSize),
y2: pos.y + Math.ceil(hPenSize)
}, function(cell) {
cell.color = hexToRgb(view.penColorInput.value);
if (killingCells) {
cell.kill();
} else {
cell.makeAlive();
}
});
viewModel.update();
}
}
function hexToRgb(hex) {
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16),
a: 255 * 0.1
} : null;
}
function setupControlHandlers() {
view.widthRange.addEventListener('input', function() {
var width = Number.parseInt(view.widthRange.value);
grid.changeSize({
width: width
});
view.canvas.width = width;
viewModel.update();
});
view.heightRange.addEventListener('input', function() {
var height = Number.parseInt(view.heightRange.value);
grid.changeSize({
height: height
});
view.canvas.height = height;
viewModel.update();
});
view.playButton.onclick = function() {
grid.running = !grid.running;
view.playButton.firstChild.data = grid.running ? 'Stop' : 'Play';
};
view.stepButton.onclick = function() {
viewModel.tick();
};
view.clearButton.onclick = function() {
grid.clear();
viewModel.update();
};
view.randButton.onclick = function() {
grid.randomize();
viewModel.update();
};
}
viewModel.init();
viewModel.update();
}
Also see: Tab Triggers