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Game of Life implementation in Rust. Depends on the rand crate for generating random grids.
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use std::thread::sleep; | |
use std::time::Duration; | |
// Add rand in the dependencies section of Cargo.toml | |
use rand::Rng; | |
#[derive(Debug, Copy, Clone)] | |
enum Cell { | |
Dead = 0, | |
Live = 1, | |
} | |
impl Cell { | |
fn dead(self) -> bool { | |
match self { | |
Cell::Dead => true, | |
Cell::Live => false, | |
} | |
} | |
fn live(self) -> bool { | |
!self.dead() | |
} | |
} | |
#[derive(Debug)] | |
struct Grid { | |
height: usize, | |
width: usize, | |
grid: Vec<Cell>, | |
} | |
impl Grid { | |
fn new(height: usize, width: usize) -> Self { | |
Self { | |
height, | |
width, | |
grid: { | |
let len = height * width; | |
let mut grid = Vec::with_capacity(len); | |
for _ in 0..len { | |
grid.push(Cell::Dead); | |
} | |
grid | |
}, | |
} | |
} | |
fn new_rand<F: FnMut() -> Cell>(height: usize, width: usize, mut rand: F) -> Self { | |
Self { | |
height, | |
width, | |
grid: { | |
let len = height * width; | |
let mut grid = Vec::with_capacity(len); | |
for _ in 0..len { | |
grid.push(rand()); | |
} | |
grid | |
}, | |
} | |
} | |
fn at(&self, x: usize, y: usize) -> &Cell { | |
&self.grid[y * self.height + x] | |
} | |
fn neighbours(&self, x: usize, y: usize) -> usize { | |
let top = if x == 0 { self.height - 1 } else { x - 1 }; | |
let bottom = if x + 1 == self.height { 0 } else { x + 1 }; | |
let left = if y == 0 { self.width - 1 } else { y - 1 }; | |
let right = if y + 1 == self.width { 0 } else { y + 1 }; | |
self.at(top, left).live() as usize | |
+ self.at(top, y).live() as usize | |
+ self.at(top, right).live() as usize | |
+ self.at(x, left).live() as usize | |
+ self.at(x, right).live() as usize | |
+ self.at(bottom, left).live() as usize | |
+ self.at(bottom, y).live() as usize | |
+ self.at(bottom, right).live() as usize | |
} | |
fn evolve(&mut self) -> bool { | |
let mut grid = Vec::with_capacity(self.grid.len()); | |
let mut live = false; | |
for i in 0..self.height { | |
for j in 0..self.width { | |
if self.at(i, j).dead() { | |
let neighbours = self.neighbours(i, j); | |
if neighbours == 3 { | |
grid.push(Cell::Live); | |
live = true; | |
} else { | |
grid.push(Cell::Dead) | |
} | |
} else { | |
let neighbours = self.neighbours(i, j); | |
if neighbours == 2 || neighbours == 3 { | |
grid.push(Cell::Live); | |
live = true; | |
} else { | |
grid.push(Cell::Dead) | |
} | |
} | |
} | |
} | |
self.grid = grid; | |
live | |
} | |
fn show(&self) { | |
print!("\x1b[2J"); | |
for i in 0..self.height { | |
for j in 0..self.width { | |
if self.at(i, j).dead() { | |
print!("[ ] "); | |
} else { | |
print!("[X] ") | |
} | |
} | |
print!("\n") | |
} | |
} | |
} | |
fn main() { | |
let mut rng = rand::thread_rng(); | |
let mut grid = Grid::new_rand(20, 25, move || { | |
if rng.gen::<bool>() { | |
Cell::Dead | |
} else { | |
Cell::Live | |
} | |
}); | |
let mut gen = 0; | |
loop { | |
gen += 1; | |
let live = grid.evolve(); | |
grid.show(); | |
if live || break { | |
sleep(Duration::from_millis(500)); | |
} | |
} | |
println!("Lasted {} generations", gen) | |
} |
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