Initial Commit
This commit is contained in:
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/**
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* A Processing implementation of Game of Life
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* By Joan Soler-Adillon
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*
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* Press SPACE BAR to pause and change the cell's values with the mouse
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* On pause, click to activate/deactivate cells
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* Press R to randomly reset the cells' grid
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* Press C to clear the cells' grid
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*
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* The original Game of Life was created by John Conway in 1970.
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*/
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// Size of cells
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int cellSize = 5;
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// How likely for a cell to be alive at start (in percentage)
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float probabilityOfAliveAtStart = 15;
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// Variables for timer
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int interval = 100;
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int lastRecordedTime = 0;
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// Colors for active/inactive cells
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color alive = color(0, 200, 0);
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color dead = color(0);
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// Array of cells
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int[][] cells;
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// Buffer to record the state of the cells and use this while changing the others in the interations
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int[][] cellsBuffer;
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// Pause
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boolean pause = false;
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void setup() {
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size (640, 360);
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// Instantiate arrays
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cells = new int[width/cellSize][height/cellSize];
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cellsBuffer = new int[width/cellSize][height/cellSize];
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// This stroke will draw the background grid
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stroke(48);
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noSmooth();
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// Initialization of cells
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for (int x=0; x<width/cellSize; x++) {
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for (int y=0; y<height/cellSize; y++) {
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float state = random (100);
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if (state > probabilityOfAliveAtStart) {
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state = 0;
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}
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else {
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state = 1;
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}
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cells[x][y] = int(state); // Save state of each cell
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}
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}
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background(0); // Fill in black in case cells don't cover all the windows
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}
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void draw() {
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//Draw grid
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for (int x=0; x<width/cellSize; x++) {
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for (int y=0; y<height/cellSize; y++) {
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if (cells[x][y]==1) {
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fill(alive); // If alive
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}
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else {
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fill(dead); // If dead
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}
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rect (x*cellSize, y*cellSize, cellSize, cellSize);
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}
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}
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// Iterate if timer ticks
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if (millis()-lastRecordedTime>interval) {
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if (!pause) {
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iteration();
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lastRecordedTime = millis();
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}
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}
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// Create new cells manually on pause
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if (pause && mousePressed) {
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// Map and avoid out of bound errors
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int xCellOver = int(map(mouseX, 0, width, 0, width/cellSize));
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xCellOver = constrain(xCellOver, 0, width/cellSize-1);
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int yCellOver = int(map(mouseY, 0, height, 0, height/cellSize));
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yCellOver = constrain(yCellOver, 0, height/cellSize-1);
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// Check against cells in buffer
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if (cellsBuffer[xCellOver][yCellOver]==1) { // Cell is alive
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cells[xCellOver][yCellOver]=0; // Kill
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fill(dead); // Fill with kill color
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}
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else { // Cell is dead
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cells[xCellOver][yCellOver]=1; // Make alive
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fill(alive); // Fill alive color
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}
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}
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else if (pause && !mousePressed) { // And then save to buffer once mouse goes up
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// Save cells to buffer (so we opeate with one array keeping the other intact)
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for (int x=0; x<width/cellSize; x++) {
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for (int y=0; y<height/cellSize; y++) {
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cellsBuffer[x][y] = cells[x][y];
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}
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}
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}
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}
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void iteration() { // When the clock ticks
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// Save cells to buffer (so we opeate with one array keeping the other intact)
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for (int x=0; x<width/cellSize; x++) {
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for (int y=0; y<height/cellSize; y++) {
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cellsBuffer[x][y] = cells[x][y];
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}
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}
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// Visit each cell:
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for (int x=0; x<width/cellSize; x++) {
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for (int y=0; y<height/cellSize; y++) {
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// And visit all the neighbours of each cell
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int neighbours = 0; // We'll count the neighbours
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for (int xx=x-1; xx<=x+1;xx++) {
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for (int yy=y-1; yy<=y+1;yy++) {
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if (((xx>=0)&&(xx<width/cellSize))&&((yy>=0)&&(yy<height/cellSize))) { // Make sure you are not out of bounds
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if (!((xx==x)&&(yy==y))) { // Make sure to to check against self
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if (cellsBuffer[xx][yy]==1){
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neighbours ++; // Check alive neighbours and count them
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}
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} // End of if
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} // End of if
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} // End of yy loop
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} //End of xx loop
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// We've checked the neigbours: apply rules!
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if (cellsBuffer[x][y]==1) { // The cell is alive: kill it if necessary
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if (neighbours < 2 || neighbours > 3) {
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cells[x][y] = 0; // Die unless it has 2 or 3 neighbours
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}
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}
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else { // The cell is dead: make it live if necessary
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if (neighbours == 3 ) {
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cells[x][y] = 1; // Only if it has 3 neighbours
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}
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} // End of if
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} // End of y loop
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} // End of x loop
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} // End of function
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void keyPressed() {
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if (key=='r' || key == 'R') {
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// Restart: reinitialization of cells
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for (int x=0; x<width/cellSize; x++) {
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for (int y=0; y<height/cellSize; y++) {
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float state = random (100);
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if (state > probabilityOfAliveAtStart) {
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state = 0;
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}
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else {
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state = 1;
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}
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cells[x][y] = int(state); // Save state of each cell
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}
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}
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}
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if (key==' ') { // On/off of pause
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pause = !pause;
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}
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if (key=='c' || key == 'C') { // Clear all
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for (int x=0; x<width/cellSize; x++) {
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for (int y=0; y<height/cellSize; y++) {
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cells[x][y] = 0; // Save all to zero
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}
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}
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}
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}
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@@ -0,0 +1,128 @@
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/**
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* Spore 1
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* by Mike Davis.
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*
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* A short program for alife experiments. Click in the window to restart.
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* Each cell is represented by a pixel on the display as well as an entry in
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* the array 'cells'. Each cell has a run() method, which performs actions
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* based on the cell's surroundings. Cells run one at a time (to avoid conflicts
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* like wanting to move to the same space) and in random order.
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*/
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World w;
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int numcells = 0;
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int maxcells = 6700;
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Cell[] cells = new Cell[maxcells];
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color spore_color;
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// set lower for smoother animation, higher for faster simulation
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int runs_per_loop = 10000;
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color black = color(0, 0, 0);
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void setup() {
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size(640, 360);
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frameRate(24);
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reset();
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}
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void reset() {
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clearScreen();
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w = new World();
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spore_color = color(172, 255, 128);
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seed();
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}
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void seed() {
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// Add cells at random places
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for (int i = 0; i < maxcells; i++)
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{
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int cX = (int)random(width);
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int cY = (int)random(height);
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if (w.getpix(cX, cY) == black) {
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w.setpix(cX, cY, spore_color);
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cells[numcells] = new Cell(cX, cY);
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numcells++;
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}
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}
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}
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void draw() {
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// Run cells in random order
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for (int i = 0; i < runs_per_loop; i++) {
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int selected = min((int)random(numcells), numcells - 1);
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cells[selected].run();
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}
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}
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void clearScreen() {
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background(0);
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}
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class Cell {
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int x, y;
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Cell(int xin, int yin) {
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x = xin;
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y = yin;
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}
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// Perform action based on surroundings
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void run() {
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// Fix cell coordinates
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while(x < 0) {
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x+=width;
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}
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while(x > width - 1) {
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x-=width;
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}
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while(y < 0) {
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y+=height;
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}
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while(y > height - 1) {
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y-=height;
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}
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// Cell instructions
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if (w.getpix(x + 1, y) == black) {
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move(0, 1);
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} else if (w.getpix(x, y - 1) != black && w.getpix(x, y + 1) != black) {
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move((int)random(9) - 4, (int)random(9) - 4);
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}
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}
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// Will move the cell (dx, dy) units if that space is empty
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void move(int dx, int dy) {
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if (w.getpix(x + dx, y + dy) == black) {
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w.setpix(x + dx, y + dy, w.getpix(x, y));
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w.setpix(x, y, color(0));
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x += dx;
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y += dy;
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}
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}
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}
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// The World class simply provides two functions, get and set, which access the
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// display in the same way as getPixel and setPixel. The only difference is that
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// the World class's get and set do screen wraparound ("toroidal coordinates").
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class World {
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void setpix(int x, int y, int c) {
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while(x < 0) x+=width;
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while(x > width - 1) x-=width;
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while(y < 0) y+=height;
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while(y > height - 1) y-=height;
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set(x, y, c);
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}
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color getpix(int x, int y) {
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while(x < 0) x+=width;
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while(x > width - 1) x-=width;
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while(y < 0) y+=height;
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while(y > height - 1) y-=height;
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return get(x, y);
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}
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}
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void mousePressed() {
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numcells = 0;
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reset();
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}
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@@ -0,0 +1,169 @@
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/**
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* Spore 2
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* by Mike Davis.
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*
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* A short program for alife experiments. Click in the window to restart.
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* Each cell is represented by a pixel on the display as well as an entry in
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* the array 'cells'. Each cell has a run() method, which performs actions
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* based on the cell's surroundings. Cells run one at a time (to avoid conflicts
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* like wanting to move to the same space) and in random order.
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*/
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World w;
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int maxcells = 8000;
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int numcells;
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Cell[] cells = new Cell[maxcells];
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color spore1, spore2, spore3, spore4;
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color black = color(0, 0, 0);
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// set lower for smoother animation, higher for faster simulation
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int runs_per_loop = 10000;
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void setup()
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{
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size(640, 360);
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frameRate(24);
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reset();
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}
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void reset() {
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clearScreen();
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w = new World();
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spore1 = color(128, 172, 255);
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spore2 = color(64, 128, 255);
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spore3 = color(255, 128, 172);
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spore4 = color(255, 64, 128);
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numcells = 0;
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seed();
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}
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void seed()
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{
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// Add cells at random places
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for (int i = 0; i < maxcells; i++)
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{
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int cX = int(random(width));
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int cY = int(random(height));
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int c;
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float r = random(1);
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if (r < 0.25) c = spore1;
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else if (r < 0.5) c = spore2;
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else if (r < 0.75) c = spore3;
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else c = spore4;
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if (w.getpix(cX, cY) == black)
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{
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w.setpix(cX, cY, c);
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cells[numcells] = new Cell(cX, cY);
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numcells++;
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}
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}
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}
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void draw() {
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// Run cells in random order
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for (int i = 0; i < runs_per_loop; i++) {
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int selected = min((int)random(numcells), numcells - 1);
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cells[selected].run();
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}
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}
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void clearScreen() {
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background(0);
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}
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class Cell {
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int x, y;
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Cell(int xin, int yin) {
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x = xin;
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y = yin;
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}
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// Perform action based on surroundings
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void run() {
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// Fix cell coordinates
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while(x < 0) {
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x+=width;
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}
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while(x > width - 1) {
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x-=width;
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}
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while(y < 0) {
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y+=height;
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}
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while(y > height - 1) {
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y-=height;
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}
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// Cell instructions
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int myColor = w.getpix(x, y);
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if (myColor == spore1) {
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if (w.getpix(x - 1, y + 1) == black && w.getpix(x + 1, y + 1) == black && w.getpix(x, y + 1) == black) move(0, 1);
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else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) != black) move(0, -1);
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else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) == black) move(-1, -1);
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else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) != black) move(0, -1);
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else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) == black) move(1, -1);
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else move((int)random(3) - 1, 0);
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} else if (myColor == spore2) {
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if (w.getpix(x - 1, y + 1) == black && w.getpix(x + 1, y + 1) == black && w.getpix(x, y + 1) == black) move(0, 1);
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else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) != black) move(0, -1);
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else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) == black) move(1, -1);
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else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) != black) move(0, -1);
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else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) == black) move(-1, -1);
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else move((int)random(3) - 1, 0);
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}
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else if (myColor == spore3)
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{
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if (w.getpix(x - 1, y - 1) == black && w.getpix(x + 1, y - 1) == black && w.getpix(x, y - 1) == black) move(0, -1);
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else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) != black) move(0, 1);
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else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) == black) move(-1, 1);
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else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) != black) move(0, 1);
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else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) == black) move(1, 1);
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else move((int)random(3) - 1, 0);
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}
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else if (myColor == spore4)
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{
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if (w.getpix(x - 1, y - 1) == black && w.getpix(x + 1, y - 1) == black && w.getpix(x, y - 1) == black) move(0, -1);
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else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) != black) move(0, 1);
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else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) == black) move(1, 1);
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else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) != black) move(0, 1);
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else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) == black) move(-1, 1);
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else move((int)random(3) - 1, 0);
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}
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}
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// Will move the cell (dx, dy) units if that space is empty
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void move(int dx, int dy) {
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if (w.getpix(x + dx, y + dy) == black) {
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w.setpix(x + dx, y + dy, w.getpix(x, y));
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w.setpix(x, y, color(0));
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x += dx;
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y += dy;
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}
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}
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}
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// The World class simply provides two functions, get and set, which access the
|
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// display in the same way as getPixel and setPixel. The only difference is that
|
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// the World class's get and set do screen wraparound ("toroidal coordinates").
|
||||
class World {
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void setpix(int x, int y, int c) {
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while(x < 0) x+=width;
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while(x > width - 1) x-=width;
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while(y < 0) y+=height;
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while(y > height - 1) y-=height;
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set(x, y, c);
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}
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||||
|
||||
color getpix(int x, int y) {
|
||||
while(x < 0) x+=width;
|
||||
while(x > width - 1) x-=width;
|
||||
while(y < 0) y+=height;
|
||||
while(y > height - 1) y-=height;
|
||||
return get(x, y);
|
||||
}
|
||||
}
|
||||
|
||||
void mousePressed() {
|
||||
reset();
|
||||
}
|
||||
|
||||
@@ -0,0 +1,92 @@
|
||||
class CA {
|
||||
|
||||
int[] cells; // An array of 0s and 1s
|
||||
int generation; // How many generations?
|
||||
int scl; // How many pixels wide/high is each cell?
|
||||
|
||||
int[] rules; // An array to store the ruleset, for example {0,1,1,0,1,1,0,1}
|
||||
|
||||
CA(int[] r) {
|
||||
rules = r;
|
||||
scl = 1;
|
||||
cells = new int[width/scl];
|
||||
restart();
|
||||
}
|
||||
|
||||
// Set the rules of the CA
|
||||
void setRules(int[] r) {
|
||||
rules = r;
|
||||
}
|
||||
|
||||
// Make a random ruleset
|
||||
void randomize() {
|
||||
for (int i = 0; i < 8; i++) {
|
||||
rules[i] = int(random(2));
|
||||
}
|
||||
}
|
||||
|
||||
// Reset to generation 0
|
||||
void restart() {
|
||||
for (int i = 0; i < cells.length; i++) {
|
||||
cells[i] = 0;
|
||||
}
|
||||
cells[cells.length/2] = 1; // We arbitrarily start with just the middle cell having a state of "1"
|
||||
generation = 0;
|
||||
}
|
||||
|
||||
// The process of creating the new generation
|
||||
void generate() {
|
||||
// First we create an empty array for the new values
|
||||
int[] nextgen = new int[cells.length];
|
||||
// For every spot, determine new state by examing current state, and neighbor states
|
||||
// Ignore edges that only have one neighor
|
||||
for (int i = 1; i < cells.length-1; i++) {
|
||||
int left = cells[i-1]; // Left neighbor state
|
||||
int me = cells[i]; // Current state
|
||||
int right = cells[i+1]; // Right neighbor state
|
||||
nextgen[i] = executeRules(left,me,right); // Compute next generation state based on ruleset
|
||||
}
|
||||
// Copy the array into current value
|
||||
for (int i = 1; i < cells.length-1; i++) {
|
||||
cells[i] = nextgen[i];
|
||||
}
|
||||
//cells = (int[]) nextgen.clone();
|
||||
generation++;
|
||||
}
|
||||
|
||||
// This is the easy part, just draw the cells, fill 255 for '1', fill 0 for '0'
|
||||
void render() {
|
||||
for (int i = 0; i < cells.length; i++) {
|
||||
if (cells[i] == 1) {
|
||||
fill(255);
|
||||
} else {
|
||||
fill(0);
|
||||
}
|
||||
noStroke();
|
||||
rect(i*scl,generation*scl, scl,scl);
|
||||
}
|
||||
}
|
||||
|
||||
// Implementing the Wolfram rules
|
||||
// Could be improved and made more concise, but here we can explicitly see what is going on for each case
|
||||
int executeRules (int a, int b, int c) {
|
||||
if (a == 1 && b == 1 && c == 1) { return rules[0]; }
|
||||
if (a == 1 && b == 1 && c == 0) { return rules[1]; }
|
||||
if (a == 1 && b == 0 && c == 1) { return rules[2]; }
|
||||
if (a == 1 && b == 0 && c == 0) { return rules[3]; }
|
||||
if (a == 0 && b == 1 && c == 1) { return rules[4]; }
|
||||
if (a == 0 && b == 1 && c == 0) { return rules[5]; }
|
||||
if (a == 0 && b == 0 && c == 1) { return rules[6]; }
|
||||
if (a == 0 && b == 0 && c == 0) { return rules[7]; }
|
||||
return 0;
|
||||
}
|
||||
|
||||
// The CA is done if it reaches the bottom of the screen
|
||||
boolean finished() {
|
||||
if (generation > height/scl) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
/**
|
||||
* Wolfram Cellular Automata
|
||||
* by Daniel Shiffman.
|
||||
*
|
||||
* Simple demonstration of a Wolfram 1-dimensional cellular automata
|
||||
* When the system reaches bottom of the window, it restarts with a new ruleset
|
||||
* Mouse click restarts as well.
|
||||
*/
|
||||
|
||||
CA ca; // An instance object to describe the Wolfram basic Cellular Automata
|
||||
|
||||
void setup() {
|
||||
size(640, 360);
|
||||
int[] ruleset = {0,1,0,1,1,0,1,0}; // An initial rule system
|
||||
ca = new CA(ruleset); // Initialize CA
|
||||
background(0);
|
||||
}
|
||||
|
||||
void draw() {
|
||||
ca.render(); // Draw the CA
|
||||
ca.generate(); // Generate the next level
|
||||
|
||||
if (ca.finished()) { // If we're done, clear the screen, pick a new ruleset and restart
|
||||
background(0);
|
||||
ca.randomize();
|
||||
ca.restart();
|
||||
}
|
||||
}
|
||||
|
||||
void mousePressed() {
|
||||
background(0);
|
||||
ca.randomize();
|
||||
ca.restart();
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user