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@lsbardel
Last active December 8, 2017 10:36
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Game of Life
license: bsd-3-clause
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Game of Life</title>
<script src="https://d3js.org/d3.v4.min.js"></script>
<script src="https://unpkg.com/d3-canvas-transition@0.3.7/build/d3-canvas-transition.js"></script>
<style>
#panel {
background-color: rgba(245,245,245,0.8);
padding: 5px;
position: absolute;
display: block;
}
</style>
</head>
<body>
<div id="panel">
<div id="paper">
<label>
<input id='svg' name="type" type="radio" checked>
<span>svg</span>
</label>
<label>
<input id='canvas' name="type" type="radio">
<span>canvas</span>
</label>
</div>
<label>Patterns</label>
<select>
<option value="gosper">Gosper</option>
<option value="beacon">Beacon</option>
<option value="pulsar">Pulsar</option>
</select>
<button>Randomise</button>
</div>
<div id="example" style="max-width: 960px"></div>
<script src="./script.js"></script>
</body>
(function () {
d3.select('#svg').on('click', function () {
draw('svg');
});
d3.select('#canvas').on('click', function () {
draw('canvas');
});
if (d3.resolution() > 1) {
d3.select('#paper').append('label').html(
"<input id='canvas-low' name='type' type='radio'><span>canvas low resolution</span>"
);
d3.select('#canvas-low').on('click', function () {
draw('canvas', 1);
});
}
d3.select('select').on('change.pattern', function () {
pattern = d3.select(this).property('value');
load();
});
d3.select('button').on('click.randomise', function () {
game.addRandom();
});
var example = d3.select("#example"),
width = d3.getSize(example.style('width')),
height = Math.min(500, width),
delta = 10,
speed = 200,
Ny = Math.floor(height/delta),
Nx = Math.floor(width/delta),
game = gameOfLife(Nx, Ny),
pattern = 'gosper',
radius = delta/2,
squares = d3.map(),
alive, dead, trail, squares,
currentType,
currentRes;
draw('svg');
load();
d3.timeout(redraw);
function load () {
d3.csv('https://fluidily-public.s3.amazonaws.com/fluidily/life/' + pattern + '.csv', function (e, data) {
delete data.columns;
squares = d3.map();
game.reset(data);
draw(currentType, currentRes);
});
}
function redraw () {
var cells = game.step(),
stylet = false,
current = alive.selectAll('circle').data(cells.alive);
current
.enter()
.append('circle')
.attr('r', radius)
.merge(current)
.style('fill', function (d) {
return d.isnew ? '#1d91c0' : '#333';
})
.attr('cx', function (d) {
return delta * d[0] - radius;
})
.attr('cy', function (d) {
return delta * d[1] - radius;
});
current.exit().remove();
current = dead.selectAll('circle').data(cells.dead);
current
.enter()
.append('circle')
.attr('r', radius)
.merge(current)
.style('fill', '#e31a1c')
.attr('cx', function (d) {
return delta * d[0] - radius;
})
.attr('cy', function (d) {
return delta * d[1] - radius;
})
.transition()
.duration(speed-20)
.style('fill', '#fff')
.transition()
.duration(10)
.each(function (d) {
if (!squares.get(d)) {
squares.set(d, d);
stylet = true;
}
}).remove();
if (stylet) styleTrail();
d3.timeout(redraw, speed);
}
function draw(type, r) {
example.select('.paper').remove();
var paper = example
.append(type)
.classed('paper', true)
.attr('width', width).attr('height', height).canvasResolution(r).canvas(true)
.style('stroke', '#999')
.style('stroke-width', 0.5);
currentType = type;
currentRes = r;
paper.append('g')
.selectAll('line')
.data(d3.range(Ny+1))
.enter()
.append('line')
.attr('x1', 0)
.attr('y1', function (d, i) {return delta*i})
.attr('x2', Nx*delta)
.attr('y2', function (d, i) {return delta*i});
paper.append('g')
.selectAll('line')
.data(d3.range(Nx+1))
.enter()
.append('line')
.attr('y1', 0)
.attr('x1', function (d, i) {return delta*i})
.attr('y2', Ny*delta)
.attr('x2', function (d, i) {return delta*i});
alive = paper.append('g').classed('alive', true).style('stroke', 'none');
dead = paper.append('g').classed('dead', true).style('stroke', 'none');
trail = paper.append('g').classed('trail', true).style('stroke', 'none');
styleTrail();
}
function styleTrail () {
trail.selectAll('rect')
.data(squares.values())
.enter()
.append('rect')
.attr('x', function (d) {return delta * (d[0] - 1);})
.attr('y', function (d) {return delta * (d[1] - 1);})
.attr('height', delta)
.attr('width', delta)
.style('fill', '#e31a1c')
.style('fill-opacity', 0.1);
}
function gameOfLife(N, M) {
var cells = d3.map(),
life = 0;
return {
reset: reset,
step: step,
addRandom: addRandom
};
function reset (data) {
cells.clear();
data.forEach(function (d) {
d = [+d.i, +d.j];
cells.set(d, d);
});
life = 0;
}
function step () {
var dead = [];
if (life) {
var num,
alive = d3.map(),
born = d3.map();
cells.each(function (cell, key) {
num = neighbours(cell, born);
if (num > 1 && num < 4) {
cell.isnew = false;
alive.set(key, cell);
} else {
dead.push(cell);
}
});
cells = alive;
born.each(function (num, key) {
if (num === 3) {
key = key.split(',');
var cell = [+key[0], +key[1]];
cell.isnew = true;
cells.set(key, cell);
}
});
}
life += 1;
return {alive: cells.values(), dead: dead};
}
function addRandom (p) {
var n = Math.floor((p || 0.05)*N*M),
i = d3.randomUniform(0, N-1),
j = d3.randomUniform(1, M),
d;
for (var k=0; k<n; ++k) {
d = [Math.floor(i()) + 1, Math.floor(j()) + 1];
cells.set(d, d);
}
}
function add (cell, i, j, dead) {
i = cell[0] + i;
j = cell[1] + j;
i = i <= N ? (i > 0 ? i : N) : 1;
j = j <= M ? (j > 0 ? j : M) : 1;
var index = '' + [i, j];
if (cells.get(index)) return 1;
var idx = dead.get(index) || 0;
dead.set(index, idx + 1);
return 0;
}
function neighbours (cell, dead) {
return add(cell, -1, -1, dead) +
add(cell, 0, -1, dead) +
add(cell, 1, -1, dead) +
add(cell, -1, 0, dead) +
add(cell, 1, 0, dead) +
add(cell, -1, 1, dead) +
add(cell, 0, 1, dead) +
add(cell, 1, 1, dead);
}
}
}());
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