143 lines
4.8 KiB
Markdown
143 lines
4.8 KiB
Markdown
# Game of Life
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The [Game of Life](https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life) simulates life in a grid world (a two-dimensional block of cells). The cells in the grid have a state of "alive" or "dead". The game starts with a population of cells placed in a certain pattern on the grid. A simulation is run, and based on some simple rules for life and death, cells continue to live, die off, or reproduce.
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## Rules for Life
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The rules for life in the grid are:
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1. A living cell with less than two live cells next to it will die. This is underpopulation, no social support.
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2. A living cell with two or three live cells next to it continues to live. This is a healthy population.
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3. A living cell with more than three live cells next to it will die. This is over overpopulation, scarce resources.
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4. A dead cell with three live cells next to it turns into a living cell. This is reproduction.
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Depending on the pattern of living cells at the start of the game, some population simulations may survive longer than others.
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## Game of Life simulation in LEDs
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Here's a program that simulates cell life in the LED matrix. Use button ``A`` for the next stage of life and button ``B`` to reset.
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```typescript
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//https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
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let lifeChart: Image = null
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//Use button A for the next iteration of game of life
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input.input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
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gameOfLife();
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show();
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})
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//Use button B for reseting to random initial seed state
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input.input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
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reset();
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show();
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})
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lifeChart = images.createImage(`
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. . . . .
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. . . . .
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. . . . .
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. . . . .
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. . . . .
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`)
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//State holds the information about pixel is live or dead
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//false means dead, true means live.
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let state = [false, false, false, false, false,
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false, false, false, false, false,
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false, false, false, false, false,
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false, false, false, false, false,
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false, false, false, false, false]
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//get & set on any array
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function getState(arr: boolean[], x: number, y: number): boolean {
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return arr[x * 5 + y];
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}
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function setState(arr: boolean[], x: number, y: number, value: boolean): void {
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arr[x * 5 + y] = value;
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}
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//Generate random initial state.
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function reset() {
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for (let x = 0; x < 5; x++) {
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for (let y = 0; y < 5; y++) {
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setState(state, x, y, Math.randomBoolean());
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}
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}
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}
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//Show the lifeChart based on the state
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function show() {
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for (let x = 0; x < 5; x++) {
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for (let y = 0; y < 5; y++) {
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lifeChart.setPixel(x, y, getState(state, x, y));
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}
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}
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lifeChart.plotImage(0);
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}
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//Core function
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function gameOfLife() {
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let result: boolean[] = [];
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let count = 0;
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for (let x = 0; x < 5; x++) {
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for (let y = 0; y < 5; y++) {
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count = 0;
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//Count the live cells in the next row
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if ((x + 1) < 5) {
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if (getState(state, x + 1, y)) {
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count++;
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}
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if ((y + 1 < 5) && getState(state, x + 1, y + 1)) {
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count++;
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}
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if ((y - 1 >= 0) && getState(state, x + 1, y - 1)) {
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count++;
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}
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}
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//Count the live cells in the previous row
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if ((x - 1) >= 0) {
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if (getState(state, x - 1, y)) {
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count++;
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}
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if ((y + 1 < 5) && getState(state, x - 1, y + 1)) {
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count++;
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}
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if ((y - 1 >= 0) && getState(state, x - 1, y - 1)) {
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count++;
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}
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}
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//Count the live cells in the current row exlcuding the current position.
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if ((y - 1 >= 0) && getState(state, x, y - 1)) {
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count++;
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}
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if ((y + 1 < 5) && getState(state, x, y + 1)) {
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count++;
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}
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// Toggle live / dead cells based on the neighbour count.
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// Any live cell with fewer than two live neighbours dies, as if caused by underpopulation.
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// Any live cell with two or three live neighbours lives on to the next generation.
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// Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
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// Any live cell with more than three live neighbours dies, as if by overpopulation.
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switch (count) {
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case 0: setState(result, x, y, false); break;
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case 1: setState(result, x, y, false); break;
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case 2: setState(result, x, y, getState(state, x, y)); break;
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case 3: setState(result, x, y, true); break;
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default: setState(result, x, y, false); break;
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}
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}
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}
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//Update the state
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state = result;
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}
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//Initial reset & show
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reset();
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show();
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```
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