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HTML

              
                
              
            
!

CSS

              
                body
	margin: 0
	background: #000
	overflow: hidden
	min-height: 100%
canvas
	position: absolute
	top: 50%
	left: 50%
	transform: translateX(-50%) translateY(-50%)

              
            
!

JS

              
                const hexRadius = 10;
const hexMargin = 1;
let hexHeight, hexWidth, columns, rows;
let hexagons = [];

function setup() {
	hexWidth = hexRadius * 2;
	hexHeight = Math.sqrt(3)*hexRadius;
	columns = Math.ceil(window.innerWidth / (hexRadius * 3));
	rows = Math.ceil(window.innerHeight / (hexHeight / 2)) + 1;
	
  createCanvas((columns + 1/4) * (hexRadius * 3), (rows + 1) * (hexHeight / 2));
  frameRate(5);
	fill(255, 100);
  stroke(255);
  strokeWeight(5);
	noStroke();
	
	for (let x = 0; x < columns; x++) {
		hexagons.push([]);
		for (let y = 0; y < rows; y++) {
			const active = Math.round(random()*0.6);
		  hexagons[x].push(new Hex(x, y, active));
		}
	}
	// neighbouring needs to be done after they're all initialised
	for (let x = 0; x < columns; x++) {
		for (let y = 0; y < rows; y++) {
		  hexagons[x][y].initialiseNeighbours(x, y);
		}
	}
}

function draw() {
  background(0);
	for (let y = 0; y < rows; y++) {
		for (let x = 0; x < columns; x++) {
			let hex = hexagons[x][y];
			hex.draw();
			hex.checkActive();
		}
	}
	update();
}

function update() {
	for (let y = 0; y < rows; y++) {
		for (let x = 0; x < columns; x++) {
			let hex = hexagons[x][y];
			hex.updateActive();
		}
	}
}

class Hex {
	constructor(x, y, active) {
		
		// establish grid position
		this.pos = createVector(x, y);
		
		// establish pixel position
		this.pixelPos = createVector(0, 0);
		this.pixelPos.x = hexWidth * (1.5 * x + 0.5 + y % 2 * 0.75);
		this.pixelPos.y = hexHeight * (y * 0.5 + 0.5);
		
		// establish state
		this.active = active;
		this.nextActive = false;
		
		// establish neighbours
		this.neighbours = [];
	}
	
	initialiseNeighbours(x, y) {
		let n = [false, false, false, false, false, false];
		const odd = y%2;
		
		// above
		if (y >= 2) {
			n[0] = hexagons[x][y-2];
		}
		
		// top right
		if (y >= 1) {
			if (!odd || x < columns-1) {
				n[1] = hexagons[x+odd][y-1];
			}
		}
		
		// bottom right
		if (y < rows-1) {
			if (!odd || x < columns-1) {
				n[2] = hexagons[x+odd][y+1];
			}
		}
		
		// bottom
		if (y < rows-2) {
			n[3] = hexagons[x][y+2];
		}
		
		// bottom left
		if (y < rows-1) {
			if (odd || x >= 1) {
				n[4] = hexagons[x-1+odd][y+1];
			}
		}
		
		// top left
		if (y >= 1) {
			if (odd || x >= 1) {
				n[5] = hexagons[x-1+odd][y-1];
			}
		}

		this.neighbours = n;
	}
	
	updateActive() {
		this.active = this.nextActive;
	}
	
	countActiveNeighbours() {
		let activeNeighbours = 0;
		for (let i = 0; i < 6; i++) {
			if (this.neighbours[i] && this.neighbours[i].active) {
				activeNeighbours++;
			}
		}
		return activeNeighbours;
	}
	
	checkActive() {
		let activeNeighbours = this.countActiveNeighbours();
		if (this.active) {
			// two or less it dies
			if (activeNeighbours < 3) this.nextActive = false;
			// five or more it dies
			if (activeNeighbours > 4) this.nextActive = false; 
		} else {
			// 2 it comes alive
			if (activeNeighbours == 2) this.nextActive = true;
			// 1 it comes alive 2% of the time
			if (activeNeighbours == 1) {
				if (Math.random() < 0.02) this.nextActive = true;
			}
			// 0 it comes alive 1% of the time
			if (activeNeighbours == 0) {
				if (Math.random() < 0.01) this.nextActive = true;
			}
		}
	}
	
	checkNeighbours() {
		return true;
	}
	
	draw() {
		if (this.active) {
			let activeNeighbours = this.countActiveNeighbours();
			fill(40+20*activeNeighbours, 40-10*activeNeighbours, 60+80*activeNeighbours);
		} else {
			fill(25);
		}
		
		push();
		translate(this.pixelPos.x, this.pixelPos.y);
		beginShape();
		for (let i = 0; i < 6; i++) {
			vertex((hexRadius-hexMargin/2)*cos(i*Math.PI/3), (hexRadius-hexMargin/2)*sin(i*Math.PI/3));
		}
		endShape(CLOSE);
		pop();
	}
}

              
            
!
999px

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