Created
August 29, 2013 17:33
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import QtQuick 1.1 | |
Rectangle { | |
id: root | |
width: world.cellsWidth + world.horizontalSpacing | |
height: world.cellsHeight + world.verticalCells | |
ListModel { | |
id: worldModel | |
} | |
Grid { | |
id: world | |
property int horizontalSpacing: world.spacing * world.columns | |
property int verticalSpacing: world.spacing * world.rows | |
property int cellWidth: 5 | |
property int cellHeight: 5 | |
property int horizontalCells: 10 | |
property int verticalCells: 10 | |
property int cellsWidth: world.cellWidth * world.horizontalCells | |
property int cellsHeight: world.cellHeight * world.verticalCells | |
anchors.fill: parent | |
rows: world.verticalCells | |
columns: world.horizontalCells | |
spacing: 1 | |
Repeater { | |
model: worldModel | |
Rectangle { | |
width: world.cellWidth | |
height: world.cellHeight | |
color: alive ? "black" : "white" | |
} | |
} | |
} | |
Component.onCompleted: { | |
generateLife(); | |
} | |
function gameStep() { | |
var aliveNeighborsMatrix = generateNeighbors(); | |
for (var i = 0; i < worldModel.count; ++i) { | |
if (worldModel.get(i).alive) | |
worldModel.setProperty(i, "alive", (aliveNeighborsMatrix[i] == 2 || aliveNeighborsMatrix[i] == 3)) | |
else | |
worldModel.setProperty(i, "alive", (aliveNeighborsMatrix[i] == 3)) | |
} | |
} | |
function generateNeighbors() { | |
var aliveNeighborsMatrix = [] | |
for (var i = 0; i < world.horizontalCells; ++i) { | |
for (var j = 0; j < world.verticalCells; ++j) { | |
var cellIndex = i*world.horizontalCells + j; | |
aliveNeighborsMatrix[cellIndex] = 0; | |
for (var k = (i -1); k < (i + 2); ++k) { | |
for (var l = (j - 1); l < (j + 2); ++l) { | |
if (k < 0 || l < 0) | |
continue; | |
if (k >= world.horizontalCells || l >= world.verticalCells) | |
continue; | |
var neighborIndex = k*world.horizontalCells + l; | |
if (neighborIndex == cellIndex) | |
continue; | |
var neighborValue = worldModel.get(neighborIndex).alive | |
aliveNeighborsMatrix[cellIndex] += (neighborValue ? 1 : 0) | |
} | |
} | |
} | |
} | |
return aliveNeighborsMatrix; | |
} | |
function generateLife() { | |
for (var i = 0; i < (world.horizontalCells * world.verticalCells); ++i) { | |
worldModel.append({"alive" : (Math.random() <= 0.5)}) | |
} | |
} | |
Timer { | |
id: updateTimer | |
interval: 500 | |
running: true | |
repeat: true | |
onTriggered: gameStep() | |
} | |
} |
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