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/**
* Conway's Game of Life
* A "cellular automaton" zero-player mathematical game.
*
* Author: Leo Deng
* URL: https://github.com/myst729/game-of-life
*/
void function(window, document, undefined) {
// ES5 strict mode
"use strict";
var cells = []; // state of every cell
var evolve = false; // state of evolution
var multithreading = false; // state of multithreading (web worker)
var height = 120; // number of cells vertically
var width = 200; // number of cells horizontally
var size = 4; // width and height of a cell
var gap = 1; // space between each cell
var density = 0.2; // density of random live cells
var interval = 80; // time cost for evolution
var $height = document.getElementById('height');
var $width = document.getElementById('width');
var $size = document.getElementById('size');
var $gap = document.getElementById('gap');
var $density = document.getElementById('density');
var $figure1 = document.getElementById('figure1');
var $interval = document.getElementById('interval');
var $figure2 = document.getElementById('figure2');
var $multithreading = document.getElementById('multithreading');
var $examples = document.getElementById('examples');
var $new = document.getElementById('new');
var $reset = document.getElementById('reset');
var $random = document.getElementById('random');
var $start = document.getElementById('start');
var $stop = document.getElementById('stop');
var $step = document.getElementById('step');
var $clean = document.getElementById('clean');
var $world = document.getElementById('world');
var context = $world.getContext('2d');
var worker;
// Initialize all cells as dead.
var initializeCells = function() {
for(var i = 0; i < height + 2; i++) {
cells[i] = [];
for(var j = 0; j < width + 2; j++) {
cells[i][j] = 0;
}
}
};
// Evolve the next generation of cells and draw them.
var evolveCells = function() {
if(multithreading) {
// Use Worker to do the calculation.
worker.postMessage(cells);
} else {
var next = [];
var neighbors;
var my_mod = function(x,m) {
return (m+x) % m;
};
for(var i = 0; i < height; i++) {
next[i] = [];
for(var j = 0; j < width; j++) {
{
// Get the number of live neighbors (8 neighbors in total).
neighbors = cells[my_mod(i-1, height)][my_mod(j-1, width)] +
cells[my_mod(i-1, height)][my_mod(j , width)] +
cells[my_mod(i-1, height)][my_mod(j+1, width)] +
cells[my_mod(i , height)][my_mod(j-1, width)] +
cells[my_mod(i , height)][my_mod(j+1, width)] +
cells[my_mod(i+1, height)][my_mod(j-1, width)] +
cells[my_mod(i+1, height)][my_mod(j , width)] +
cells[my_mod(i+1, height)][my_mod(j+1, width)];
if(cells[i][j] === 0 && neighbors === 3) {
// Any dead cell with exactly 3 live neighbors becomes a live cell, as if by reproduction.
next[i][j] = 1;
} else if(cells[i][j] === 1 && neighbors > 1 && neighbors < 4) {
// Any live cell with 2 or 3 live neighbors lives on to the next generation.
next[i][j] = 1;
} else {
// Live cell dies, caused by under-population (fewer than 2 live neighbors) or overcrowding (more than 3 live neighbors).
// Dead cell remains dead.
next[i][j] = 0;
}
}
}
}
cells = next;
placeCells();
}
};
// Place the cells in the world.
var placeCells = function() {
context.clearRect(0, 0, (size + gap) * width - gap, (size + gap) * height - gap);
for(var i = 0; i < height; i++) {
for(var j = 0; j < width; j++) {
if(cells[i][j] === 1) {
context.fillRect((size + gap) * (j-1), (size + gap) * (i-1), size, size);
}
}
}
// Go on next generation.
if(evolve) {
setTimeout(evolveCells, interval);
}
};
// Toggle form elements' state
var toggleState = function() {
$height.disabled = evolve;
$width.disabled = evolve;
$size.disabled = evolve;
$gap.disabled = evolve;
$density.disabled = evolve;
$interval.disabled = evolve;
$multithreading.disabled = !worker || evolve;
$examples.disabled = evolve;
$new.disabled = evolve;
$reset.disabled = evolve;
$random.disabled = evolve;
$start.disabled = evolve;
$stop.disabled = !evolve;
$step.disabled = evolve;
$clean.disabled = evolve;
};
// Generate initial cells with the name of this game.
var initializeGame = function() {
evolve = false;
$examples.value = '1';
presetGame();
placeCells();
};
// Create new world with values from game setting pod.
var newGame = function() {
height = parseInt($height.value, 10);
width = parseInt($width.value, 10);
size = parseInt($size.value, 10);
gap = parseInt($gap.value, 10);
cleanGame();
};
// Retrieve all default values and reset the world.
var resetGame = function() {
$height.value = height = parseInt($height.initial, 10);
$width.value = width = parseInt($width.initial, 10);
$size.value = size = parseInt($size.initial, 10);
$gap.value = gap = parseInt($gap.initial, 10);
$density.value = density = parseFloat($density.initial);
$figure1.innerHTML = density.toFixed(2);
$interval.value = interval = parseInt($interval.initial, 10);
$figure2.innerHTML = interval;
cleanGame();
};
// Generate initial cells from examples.
var presetGame = function() {
evolve = false;
initializeCells();
// Initiate cells according to preset lifes.
lifes[$examples.value].matrix.forEach(function(position) {
var pos = position.split('|');
cells[pos[0]][pos[1]] = 1;
});
placeCells();
};
// Generate random initial cells and draw them.
var randomizeGame = function() {
evolve = false;
for(var i = 0; i < height + 2; i++) {
cells[i] = [];
for(var j = 0; j < width + 2; j++) {
if(i === 0 || j === 0 || i === height+1 || j === width+1) {
cells[i][j] = 0; // shim cells
} else {
cells[i][j] = (Math.random() < density) ? 1 : 0;
}
}
}
placeCells();
};
// Start evolution continuously.
var startGame = function() {
evolve = true;
toggleState();
evolveCells();
};
// Stop evolution.
var stopGame = function() {
evolve = false;
toggleState();
};
// Spawn one generation.
var stepGame = function() {
evolve = false;
evolveCells();
};
// Wipe all cells in the world.
var cleanGame = function() {
evolve = false;
$examples.value = '0';
initializeCells();
$world.width = (size + gap) * width - gap;
$world.height = (size + gap) * height - gap;
context.fillStyle = '#f0f0f0';
context.clearRect(0, 0, (size + gap) * width - gap, (size + gap) * height - gap);
};
// Impact cells during the game, and see how can we affect the evolution.
var impactGame = function(e) {
// Only do this when the world is paused.
if(evolve) {
return;
}
var offset = $world.getBoundingClientRect();
var x = (e.clientX - offset.left) % (size + gap); // offsetX in a cell
var y = (e.clientY - offset.top) % (size + gap); // offsetY in a cell
// Actually clicked on the cell rather than gap.
if(x <= size && y <= size) {
var i = Math.floor((e.clientY - offset.top) / (size + gap)) + 1; // index X in the world
var j = Math.floor((e.clientX - offset.left) / (size + gap)) + 1; // index Y in the world
// Make dead lives, make live dies.
cells[i][j] = 1 - cells[i][j];
placeCells();
}
};
// Initialize the game.
var init = function() {
// Generate example selector.
var frag = document.createDocumentFragment();
var opt;
lifes.forEach(function(el, idx) {
opt = document.createElement('option');
opt.value = idx;
opt.innerHTML = el.name;
frag.appendChild(opt);
});
$examples.appendChild(frag);
// Add all the dirty listeners.
$density.addEventListener('change', function() {
density = parseFloat($density.value);
$figure1.innerHTML = density.toFixed(2);
}, false);
$interval.addEventListener('change', function() {
interval = parseInt($interval.value, 10);
$figure2.innerHTML = interval;
}, false);
$multithreading.addEventListener('change', function() {
multithreading = $multithreading.checked;
}, false);
$new.addEventListener('click', newGame, false);
$reset.addEventListener('click', resetGame, false);
$examples.addEventListener('change', presetGame, false);
$random.addEventListener('click', randomizeGame, false);
$start.addEventListener('click', startGame, false);
$stop.addEventListener('click', stopGame, false);
$step.addEventListener('click', stepGame, false);
$clean.addEventListener('click', cleanGame, false);
$world.addEventListener('click', impactGame, false);
// Set initial values.
$height.value = $height.initial = height;
$width.value = $width.initial = width;
$size.value = $size.initial = size;
$gap.value = $gap.initial = gap;
$density.value = $density.initial = density;
$figure1.innerHTML = density.toFixed(2);
$interval.value = $interval.initial = interval;
$figure2.innerHTML = interval;
// Try to initialize a worker.
try {
worker = new Worker('evolution.js');
worker.onmessage = function(e) {
cells = e.data;
placeCells();
};
} catch(ex) {
$multithreading.disabled = true;
}
// Prepare the world.
cleanGame();
initializeGame();
};
window.addEventListener('load', init, false);
}(window, document);
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