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lifegame.js
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lifegame.js
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/**
* @file Lifegame config and management utils
* @author Ridiger Daniil Dmitrievich, 2023
*/
"use strict";
/**
* @description Lifegame config
*/
/**
* Array with cells of the Lifegame field
* @const {Array} fields
*/
const fields = [];
/**
* Lifegame root element
* @const {HTMLElement} lifegame
*/
const lifegame = document.querySelector("#lifegame");
/**
* Lifegame management button
* @const {HTMLButtonElement} button
*/
const button = document.querySelector("button");
/**
* Lifegame started/stopped flag
* @const {boolean} gameStarted
*/
let gameStarted = false;
/**
* Lifegame playing field general size
* @const {number} size
*/
let size = Math.sqrt(fieldsAmount);
/**
* Lifegame playing field horizontal size
* @const {number} sizeX
*/
let sizeX = 0;
/**
* Lifegame playing field vertical size
* @const {number} sizeY
*/
let sizeY = Math.round(size);
/**
* Initializes the Lifegame playing field
* @function
*/
function generateField() {
if (fieldsAmount === 0) return;
if (size % Math.floor(size) === 0) {
sizeX = Math.floor(size);
} else {
sizeX = Math.floor(size) + 1;
}
for (let i = 0; i < fieldsAmount; i++) {
let x = i === 0 ? 0 : i % sizeX;
let y = i === 0 ? 0 : Math.floor(i / sizeX);
fields.push({
x,
y,
alive: false,
willBeAlive: false,
});
const div = document.createElement("div");
div.className = "field";
div.addEventListener("click", makeAlive.bind(null, i));
lifegame.append(div);
}
lifegame.style.width = `${sizeX * 50 + 2}px`;
lifegame.style.height = `${sizeY * 50 + 2}px`;
}
/**
* Marks cell as alive or not
* @function
* @param {number} index - index of cell
*/
function makeAlive(index) {
if (gameStarted) return;
fields[index].alive = !fields[index].alive;
const field = document.querySelectorAll(".field")[index];
if (field.classList.contains("alive-field")) {
field.className = "field";
} else {
field.className = "field alive-field";
}
}
/**
* Intended deffering of Lifegame turns for clarity
* @function
*/
function wait() {
return new Promise(resolve => setTimeout(resolve, 1000));
}
/**
* Setting all cells to its default state
* @function
*/
function clearFields() {
if (gameStarted) return;
fields.forEach((field, index) => {
const fieldBlock = document.querySelectorAll(".field")[index];
field.alive = false;
fieldBlock.className = "field";
});
}
/**
* Stop Lifegame
* @function
*/
function endGame() {
fields.forEach((field) => {
field.willBeAlive = false;
});
endgame.style.display = "block";
button.textContent = "Start game";
gameStarted = false;
}
/**
* Start Lifegame
* @function
*/
async function game() {
if (!gameStarted && fields.findIndex((field) => field.alive) === -1) return;
const endgame = document.querySelector("#endgame");
if (gameStarted) {
gameStarted = false;
endGame();
return;
}
gameStarted = true;
button.textContent = "Stop game";
endgame.style.display = "none";
let prevFields = 0;
let sameSituation = 0;
while (fields.findIndex((field) => field.alive) !== -1 && gameStarted) {
const aliveFields = fields.filter((field) => field.alive).length;
if (prevFields === aliveFields) {
sameSituation++;
} else {
prevFields = aliveFields;
sameSituation = 0;
}
if (sameSituation >= 10) {
endgame.style.display = "block";
break;
}
await wait();
turn(true);
turn(false);
}
endGame();
}
/**
* Making turns of Lifegame. First turn will find all cells that will be
* alive in next turn. Second turn sets all cells that will be lifeless
* in next turn to its default state.
* @function
* @param {boolean} isFirst - turn sequence sign
*/
function turn(isFirst) {
for (let i = 0; i < fieldsAmount; i++) {
const field = fields[i];
const fieldBlock = document.querySelectorAll(".field")[i];
let willBeAlive = 0;
if (isFirst && field.alive) continue;
const x = field.x;
const y = field.y;
const neighborTopLeft = fields.find((field) => field.x === x - 1 && field.y === y - 1);
const neighborTop = fields.find((field) => field.x === x && field.y === y - 1);
const neighborTopRight = fields.find((field) => field.x === x + 1 && field.y === y - 1);
const neighborLeft = fields.find((field) => field.x === x - 1 && field.y === y);
const neighborRight = fields.find((field) => field.x === x + 1 && field.y === y);
const neighborBottomLeft = fields.find((field) => field.x === x - 1 && field.y === y + 1);
const neighborBottom = fields.find((field) => field.x === x && field.y === y + 1);
const neighborBottomRight = fields.find((field) => field.x === x + 1 && field.y === y + 1);
neighborTopLeft && neighborTopLeft.alive && willBeAlive++;
neighborTop && neighborTop.alive && willBeAlive++;
neighborTopRight && neighborTopRight.alive && willBeAlive++;
neighborLeft && neighborLeft.alive && willBeAlive++;
neighborRight && neighborRight.alive && willBeAlive++;
neighborBottomLeft && neighborBottomLeft.alive && willBeAlive++;
neighborBottom && neighborBottom.alive && willBeAlive++;
neighborBottomRight && neighborBottomRight.alive && willBeAlive++;
if (isFirst && willBeAlive >= 3) {
field.willBeAlive = true;
fieldBlock.className = "field alive-field";
} else if (willBeAlive < 3 && !isFirst) {
field.alive = false;
fieldBlock.className = "field";
}
}
if (isFirst) {
for (let i = 0; i < fieldsAmount; i++) {
if (fields[i].willBeAlive) {
fields[i].willBeAlive = false;
fields[i].alive = true;
}
}
}
}
/**
* @description Creating the Lifegame field
*/
generateField();