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May 1, 2023 14:52
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Terminal-based "Game of Life" in R7RS Scheme
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;;; | |
;;; Conway's "Game of Life" in Scheme. This version is R7RS and runs | |
;;; with Chibi Scheme. "> chibi-scheme life.scm" | |
;;; | |
(import (scheme base) | |
(scheme write) | |
(only (srfi 18) thread-sleep!) ;; Multi-threading support | |
(srfi 27)) ;; Source of random bits | |
(define-values (width height) (values 50 25)) | |
;; Return a grid initialized with random placements of "living" cells. | |
(define (initialize-grid width height) | |
(let ((grid (make-vector height))) | |
(do ((row 0 (+ row 1))) | |
((= row height)) | |
(vector-set! grid row (make-vector width)) | |
(do ((col 0 (+ col 1))) | |
((= col width)) | |
(vector-set! (vector-ref grid row) col (random-integer 2)))) | |
grid)) | |
;; Display the contents of the grid on the terminal. | |
(define (show-grid! grid) | |
(display "\x1b;[2J\x1b;[H") ;; Clear the screen, move cursor to home. | |
(do ((row 0 (+ row 1))) | |
((= row (vector-length grid))) | |
(do ((col 0 (+ col 1))) | |
((= col (vector-length (vector-ref grid 0)))) | |
(let ((cell (vector-ref (vector-ref grid row) col))) | |
(display (if (zero? cell) " " "O")))) | |
(newline))) | |
;; Count and return the number of "living" neighbors of the cell | |
;; at the given coordinates. | |
(define (count-neighbors grid row col) | |
(let* ((occupied? (lambda (r c) | |
(= (vector-ref (vector-ref grid r) c) 1))) | |
(in-bounds? (lambda (r c) | |
(and (>= r 0) | |
(>= c 0) | |
(< r (vector-length grid)) | |
(< c (vector-length (vector-ref grid r)))))) | |
(row-plus-2 (+ row 2)) | |
(col-plus-2 (+ col 2)) | |
(count-neighbors (lambda () | |
(let ((count 0)) | |
(do ((r (- row 1) (+ r 1))) | |
((= r row-plus-2)) | |
(do ((c (- col 1) (+ c 1))) | |
((= c col-plus-2)) | |
(when (and (in-bounds? r c) | |
(not (and (= r row) (= c col))) | |
(occupied? r c)) | |
(set! count (+ count 1))))) | |
count)))) | |
(count-neighbors))) | |
;; Create and return a new grid based on application of the rules | |
;;; of the game to the contents of the previous generation. | |
(define (evolve-grid grid) | |
(let ((next-grid (make-vector (vector-length grid))) | |
(num-rows (vector-length grid)) | |
(num-cols (vector-length (vector-ref grid 0)))) | |
(do ((row 0 (+ row 1))) | |
((= row num-rows)) | |
(vector-set! next-grid row (make-vector num-cols))) | |
(do ((row 0 (+ row 1))) | |
((= row (vector-length grid))) | |
(do ((col 0 (+ col 1))) | |
((= col (vector-length (vector-ref grid 0)))) | |
(let ((num-neighbors (count-neighbors grid row col)) | |
(cell (vector-ref (vector-ref grid row) col))) | |
(vector-set! (vector-ref next-grid row) col | |
(cond ((= num-neighbors 3) 1) | |
((and (= num-neighbors 2) (= cell 1)) 1) | |
(else 0)))))) | |
next-grid)) | |
;; Run a few generations of the game. The pause-milliseconds determines | |
;; how long to pause between generations. (Helps with animating the | |
;; appearance of the grid.) | |
(define (run-life width height generations pause-milliseconds) | |
(let ((grid (initialize-grid width height)) | |
(wait-time (/ pause-milliseconds 1000))) | |
(dynamic-wind | |
(lambda () | |
(display "\x1b;[?25l")) ;; Hide the cursor. | |
(lambda () | |
(do ((i 0 (+ i 1))) | |
((= i generations)) | |
(show-grid! grid) | |
(newline) | |
(set! grid (evolve-grid grid)) | |
(thread-sleep! wait-time))) | |
(lambda () | |
(display "\x1b;[?25h"))))) ;; Show the cursor. | |
(run-life width height 200 50) |
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