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March 5, 2019 00:05
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Generate next game iteration
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class App extends Component { | |
state = {...}; | |
runStopButton = () => {...} | |
handleClearBoard = () => {...} | |
handleNewBoard = () => {...} | |
handleToggleCellStatus = () => {...} | |
handleStep = () => { | |
const nextStep = prevState => { | |
const boardStatus = prevState.boardStatus; | |
const clonedBoardStatus = JSON.parse(JSON.stringify(boardStatus)); | |
const amountTrueNeighbors = (r,c) => { | |
const neighbors = [[-1, -1], [-1, 0], [-1, 1], [0, 1], [1, 1], [1, 0], [1, -1], [0, -1]]; | |
return neighbors.reduce((trueNeighbors, neighbor) => { | |
const x = r + neighbor[0]; | |
const y = c + neighbor[1]; | |
const isNeighborOnBoard = (x >= 0 && x < totalBoardRows && y >= 0 && y < totalBoardColumns); | |
/* No need to count more than 4 alive neighbors */ | |
if (trueNeighbors < 4 && isNeighborOnBoard && boardStatus[x][y]) { | |
return trueNeighbors + 1; | |
} else { | |
return trueNeighbors; | |
} | |
}, 0); | |
}; | |
for (let r = 0; r < totalBoardRows; r++) { | |
for (let c = 0; c < totalBoardColumns; c++) { | |
const totalTrueNeighbors = amountTrueNeighbors(r,c); | |
if (!boardStatus[r][c]) { | |
if (totalTrueNeighbors === 3) clonedBoardStatus[r][c] = true; | |
} else { | |
if (totalTrueNeighbors < 2 || totalTrueNeighbors > 3) clonedBoardStatus[r][c] = false; | |
} | |
} | |
} | |
return clonedBoardStatus; | |
}; | |
this.setState(prevState => ({ | |
boardStatus: nextStep(prevState), | |
generation: prevState.generation + 1 | |
})); | |
} | |
// Other methods ... | |
} |
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