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Game of Life with Processing.js
<html>
<HEAD>
<SCRIPT src="./processing-1.1.0.min.js"></SCRIPT>
<SCRIPT src="./init.js"></SCRIPT>
<STYLE type="text/css">
html, body {
background: #EEE;
font-family: PJSMKGS,arial,sans-serif; font-size: 13px;
margin: 0;
padding: 0;
}
h1 {
background: #385C85;
color: #FFF;
padding-left: 20px;
margin-top: 0px;
margin-bottom: 0px;
}
h1 a {
color: #FFF;
}
</STYLE>
</HEAD><BODY>
<SCRIPT type="application/processing" target="gameoflife">
int cellsize = 15;
int COLS, ROWS;
//game of life board
int[][] old_generation, new_generation, colors;
color lonely_color=color(255, 255, 0); //yellow
color overpopulatin_color=color(255, 0, 0); //red
color reproduction_color=color(0, 255, 0); //green
color liveon_color= color(0, 0, 255); //blue
color default_cell_color= color(0, 0, 0); //black
int frame_rate = 10;
boolean pause = false;
void control(c){
if( c == 'play'){
pause = false;
logging("play");
}else if(c == 'pause'){
pause = true;
logging("pause");
}else if(c == 'random'){
logging("random");
background(0);
for (int i =0;i < COLS;i++) {
for (int j =0;j < ROWS;j++) {
if (int(random(5)) <= 2) {
old_generation[i][j] = 1;
} else {
old_generation[i][j] = 0;
}
}
}
pause = false;
}else if(c == 'clear'){
pause = true;
logging("clear");
background(0);
fill(default_cell_color);
rectMode(CORNER);
rect(0,0,width, height);
grid();
for (int i =0;i < COLS;i++) {
for (int j =0;j < ROWS;j++) {
old_generation[i][j] = 0;
}
}
}else if(c == 'speed'){
logging("speed");
frame_rate = frame_rate + 1;
frameRate(frame_rate);
}else if(c == 'slow'){
logging("slow");
frame_rate = frame_rate-1;
if(frame_rate == 0)
frame_rate = 1;
frameRate(frame_rate);
}
}
void setup()
{
logging("start setup");
size(1100, 550);
smooth();
COLS = int(width/cellsize);
ROWS = int(height/cellsize);
old_generation = new int[COLS][ROWS];
new_generation = new int[COLS][ROWS];
colors = new int[COLS][ROWS];
colorMode(RGB,255,255,255,100);
background(0);
//call function to fill array with random values 0 or 1
logging("call init");
initBoard();
frameRate(frame_rate);
fill(default_cell_color);
logging("set up complete");
}
void draw()
{
if(!pause){
background(0);
fill(default_cell_color);
rectMode(CORNER);
rect(0,0,width, height);
grid();
check();
render();
}
}
void grid() {
for (int a=0; a<=COLS; a++) {
for (int b=0; b<=ROWS; b++) {
stroke(15);
noFill();
rectMode(CENTER);
rect(a*cellsize, b*cellsize, cellsize, cellsize);
}
}
}
void check() {
Random generator = new Random();
//loop through every spot in our 2D array and check spots neighbors
for (int x = 0; x < COLS;x++) {
for (int y = 0; y < ROWS;y++) {
int nb = 0;
//Note the use of mod ("%") below to ensure that cells on the edges have "wrap-around" neighbors
//above row
if (old_generation[(x+COLS-1) % COLS ][(y+ROWS-1) % ROWS ] == 1) { nb++; }
if (old_generation[ x ][(y+ROWS-1) % ROWS ] == 1) { nb++; }
if (old_generation[(x+1) % COLS ][(y+ROWS-1) % ROWS ] == 1) { nb++; }
//middle row
if (old_generation[(x+COLS-1) % COLS ][ y ] == 1) { nb++; }
if (old_generation[(x+1) % COLS ][ y ] == 1) { nb++; }
//bottom row
if (old_generation[(x+COLS-1) % COLS ][(y+1) % ROWS ] == 1) { nb++; }
if (old_generation[ x ][(y+1) % ROWS ] == 1) { nb++; }
if (old_generation[(x+1) % COLS ][(y+1) % ROWS ] == 1) { nb++; }
//RULES OF "LIFE" HERE
if ((old_generation[x][y] == 1) && (nb < 2)) { new_generation[x][y] = 0; colors[x][y] = lonely_color; } //loneliness
else if ((old_generation[x][y] == 1) && (nb > 3)) { new_generation[x][y] = 0; colors[x][y] = overpopulatin_color; } //overpopulation
else if ((old_generation[x][y] == 0) && (nb == 3)) { new_generation[x][y] = 1; colors[x][y] = reproduction_color; } //reproduction
else { new_generation[x][y] = old_generation[x][y]; colors[x][y] = liveon_color; } //stasis
}
}
}
void render() {
//RENDER game of life based on "new_generation" values
for ( int i = 0; i < COLS;i++) {
for ( int j = 0; j < ROWS;j++) {
if ((new_generation[i][j] == 1)) {
// fill(255);
fill(colors[i][j]);
noStroke();
ellipse(i*cellsize,j*cellsize,cellsize,cellsize);
}
}
}
//swap old and new game of life boards
int[][] tmp = old_generation;
old_generation = new_generation;
new_generation = tmp;
}
//init board with random "alive" squares
void initBoard() {
logging("in init");
background(0);
for (int i =0;i < COLS;i++) {
for (int j =0;j < ROWS;j++) {
if (int(random(5)) <= 2) {
old_generation[i][j] = 1;
} else {
old_generation[i][j] = 0;
}
}
}
logging("out of init");
}
void mousePressed() {
if (mouseX<width && mouseX >0 && mouseY <height && mouseY > 0) {
int x;
int y;
x = int(mouseX/cellsize);
y = int(mouseY/cellsize);
logging("mouse clicked x="+x+"and y="+y);
old_generation[x][y] = 1;
colors[x][y] = liveon_color;
fill(colors[x][y]);
ellipse(x*cellsize,y*cellsize,cellsize,cellsize);
noFill();
}
}
void logging(msg){
//println(msg);
}
</SCRIPT>
<SCRIPT type="text/javascript">
function gameControl(c) {
var pjs = Processing.getInstanceById('gameoflife');
pjs.control(c);
}
</SCRIPT>
<CENTER>
<DIV id="content">
<H1><A href="http://media.thejeshgn.com/script/processingjs/gof.html">Game of Life</A></H1>
<CANVAS id="gameoflife" tabindex="0" style="image-rendering: optimizequality !important; " width="1200" height="600"></CANVAS>
<DIV id="controls">
<BUTTON class="Pomax" onclick="gameControl(&#39;pause&#39;)">Pause</BUTTON>
<BUTTON class="Pomax" onclick="gameControl(&#39;play&#39;)">Play</BUTTON>
<BUTTON class="Pomax" onclick="gameControl(&#39;random&#39;)">Random</BUTTON>
<BUTTON class="Pomax" onclick="gameControl(&#39;clear&#39;)">Clear</BUTTON>
<!--<button class="Pomax" onclick="gameControl('speed')">Speed up</button>
<button class="Pomax" onclick="gameControl('slow')">Slow Down</button> -->
<BR>To start with your own inititial setup. Clear it and click on the grid. You can also pause and introduce some new life. Go ahead, be a god.
</DIV>
<H1>Go ahead, be a god.&nbsp;&nbsp;&nbsp;&nbsp; <A href="http://thejeshgn.com/2011/05/06/game-of-life-with-processing-js/">Read related blog post</A></H1>
</DIV>
</CENTER>
</BODY></HTML>
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