game-of-life.js/main.ts
2019-09-28 03:05:10 +02:00

216 lines
4.8 KiB
TypeScript

class GOF {
canvas: HTMLCanvasElement
ctx: CanvasRenderingContext2D
cellSize: number
width: number
height: number
alive: Cell[] = []
public constructor(canvas: HTMLCanvasElement, width: number = 100, height: number = 100, size: number = 10) {
this.ctx = canvas.getContext("2d")
this.canvas = canvas
this.width = width
this.canvas.width = width
this.height = height
this.canvas.height = height
this.cellSize = size
console.log(this.alive)
}
public addCell(x: number, y: number): Cell {
let cell = new Cell(x, y, this.cellSize, this, true)
this.alive.push(cell)
return cell
}
public getCellAt(x: number, y: number): Cell {
return (this.alive as any).find((el: Cell) => {return el.x == x && el.y == y})
}
public update() {
let cellsToCheck: Cell[] = []
this.ctx.clearRect(0,0,this.width,this.height)
this.alive.forEach(cell => {
cellsToCheck.push(...cell.getDeadNeighbour())
// console.log(...cell.getDeadNeighbour())
})
cellsToCheck.push(...this.alive)
// console.log(cellsToCheck)
let tAlive: Cell [] = []
cellsToCheck.forEach((cell: Cell) => {
cell.prepareNextTurn()
if (
cell.ntValue == true &&
!(tAlive as any).find((el: Cell) => {return el.x == cell.x && el.y == cell.y})
) {
tAlive.push(cell)
}
})
this.alive = tAlive
this.alive.forEach(cell => {
cell.draw()
})
this.ctx.fillStyle = "black"
this.ctx.beginPath()
for (let index = 0; index < this.height; index += this.cellSize) {
this.ctx.moveTo(0, index)
this.ctx.lineTo(this.width, index)
this.ctx.stroke()
}
for (let index = 0; index < this.width; index += this.cellSize) {
this.ctx.moveTo(index, 0)
this.ctx.lineTo(index, this.height)
this.ctx.stroke()
}
this.ctx.closePath()
}
}
class Cell {
// public constructor(x:number, y: number, size: number, engine: GOF) {
// this.x = x
// this.y = y
// this.size = size
// this.engine = engine
// }
public constructor(x:number, y: number, size: number, engine: GOF, value: boolean = false) {
this.x = x
this.y = y
this.size = size
this.engine = engine
this.value = value
}
private color: string = "yellow"
private _engine: GOF
public set engine(v: GOF) {
this._engine = v
}
public get engine(): GOF {
return this._engine
}
private _x: number
public set x(v: number) {
this._x = v
}
public get x(): number {
return this._x
}
private _y: number
public set y(v: number) {
this._y = v
}
public get y(): number {
return this._y
}
private _size: number
public set size(v: number) {
this._size = v
}
public get size(): number {
return this._size
}
private _value: boolean = false
public set value(v: boolean) {
this._value = v
}
public get value(): boolean {
return this._value
}
private _ntValue: boolean
public set ntValue(v: boolean) {
this._ntValue = v
}
public get ntValue(): boolean {
return this._ntValue
}
public getDeadNeighbour() {
let nb: Cell[] = []
for (let i = -1; i <= 1; i++) {
for (let j = -1; j <= 1; j++) {
let cell = this.engine.getCellAt(this.x+i, this.y+j)
if (cell === undefined) {
nb.push(new Cell(this.x+i, this.y+j, this.size, this.engine))
continue
}
}
}
return nb
}
public draw() {
if (this.ntValue) this.value = true
this.ntValue = undefined
this.engine.ctx.fillStyle = this.color
this.engine.ctx.fillRect(this.x*this.size,this.y*this.size,this.size,this.size)
// this.engine.ctx.fillStyle = "black"
// this.engine.ctx.font = "30px Roboto"
// this.engine.ctx.fillText(this.getDeadNeighbour().length + "", this.x*this.size+this.size/2.5,this.y*this.size+this.size/1.5)
}
public prepareNextTurn() {
let nLength = this.getDeadNeighbour().length
if (!this.value && nLength == 6) this.ntValue = true
if (this.value && (nLength > 6 || nLength < 5)) this.ntValue = false
if (this.ntValue === undefined) this.ntValue = this.value
}
}
/*
go to each alive cells
set every dead neighbour to be checked check
*/
/*
For a space that is 'populated':
Each cell with one or no neighbors dies, as if by solitude. or 7-8 dead ones
Each cell with four or more neighbors dies, as if by overpopulation. 4- dead
Each cell with two or three neighbors survives. or 5-6 dead
For a space that is 'empty' or 'unpopulated'
Each cell with three neighbors becomes populated. 6 dead
*/
const c: HTMLCanvasElement = document.querySelector("canvas")
let gof = new GOF(c, 900, 900, 900/100);
(window as any).gof = gof
gof.update()
// gof.addCell(3,4)
// let cell = gof.addCell(4,4)
gof.addCell(5,4)
for (let k = 0; k < 100; k++) {
gof.addCell(k, 100/2)
}
gof.alive.forEach(el => {
el.draw()
})
// gof.update()
let interval: number
document.querySelector(".start").addEventListener("click", () => {
interval = setInterval(() => {
gof.update()
}, 10)
})
document.querySelector(".pause").addEventListener("click", () => {
clearInterval(interval)
})