Hash :
bf551967
Author :
Date :
2017-02-08T23:25:12
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175
<h1>Processing</h1>
<p>To use this language, use the class "language-processing".</p>
<h2>Full example</h2>
<pre><code>// Processing implementation of Game of Life by Joan Soler-Adillon
// from https://processing.org/examples/gameoflife.html
// Size of cells
int cellSize = 5;
// How likely for a cell to be alive at start (in percentage)
float probabilityOfAliveAtStart = 15;
// Variables for timer
int interval = 100;
int lastRecordedTime = 0;
// Colors for active/inactive cells
color alive = color(0, 200, 0);
color dead = color(0);
// Array of cells
int[][] cells;
// Buffer to record the state of the cells and use this while changing the others in the interations
int[][] cellsBuffer;
// Pause
boolean pause = false;
void setup() {
size (640, 360);
// Instantiate arrays
cells = new int[width/cellSize][height/cellSize];
cellsBuffer = new int[width/cellSize][height/cellSize];
// This stroke will draw the background grid
stroke(48);
noSmooth();
// Initialization of cells
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
float state = random (100);
if (state > probabilityOfAliveAtStart) {
state = 0;
}
else {
state = 1;
}
cells[x][y] = int(state); // Save state of each cell
}
}
background(0); // Fill in black in case cells don't cover all the windows
}
void draw() {
//Draw grid
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
if (cells[x][y]==1) {
fill(alive); // If alive
}
else {
fill(dead); // If dead
}
rect (x*cellSize, y*cellSize, cellSize, cellSize);
}
}
// Iterate if timer ticks
if (millis()-lastRecordedTime>interval) {
if (!pause) {
iteration();
lastRecordedTime = millis();
}
}
// Create new cells manually on pause
if (pause && mousePressed) {
// Map and avoid out of bound errors
int xCellOver = int(map(mouseX, 0, width, 0, width/cellSize));
xCellOver = constrain(xCellOver, 0, width/cellSize-1);
int yCellOver = int(map(mouseY, 0, height, 0, height/cellSize));
yCellOver = constrain(yCellOver, 0, height/cellSize-1);
// Check against cells in buffer
if (cellsBuffer[xCellOver][yCellOver]==1) { // Cell is alive
cells[xCellOver][yCellOver]=0; // Kill
fill(dead); // Fill with kill color
}
else { // Cell is dead
cells[xCellOver][yCellOver]=1; // Make alive
fill(alive); // Fill alive color
}
}
else if (pause && !mousePressed) { // And then save to buffer once mouse goes up
// Save cells to buffer (so we opeate with one array keeping the other intact)
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
cellsBuffer[x][y] = cells[x][y];
}
}
}
}
void iteration() { // When the clock ticks
// Save cells to buffer (so we opeate with one array keeping the other intact)
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
cellsBuffer[x][y] = cells[x][y];
}
}
// Visit each cell:
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
// And visit all the neighbours of each cell
int neighbours = 0; // We'll count the neighbours
for (int xx=x-1; xx<=x+1;xx++) {
for (int yy=y-1; yy<=y+1;yy++) {
if (((xx>=0)&&(xx<width/cellSize))&&((yy>=0)&&(yy<height/cellSize))) { // Make sure you are not out of bounds
if (!((xx==x)&&(yy==y))) { // Make sure to to check against self
if (cellsBuffer[xx][yy]==1){
neighbours ++; // Check alive neighbours and count them
}
} // End of if
} // End of if
} // End of yy loop
} //End of xx loop
// We've checked the neigbours: apply rules!
if (cellsBuffer[x][y]==1) { // The cell is alive: kill it if necessary
if (neighbours < 2 || neighbours > 3) {
cells[x][y] = 0; // Die unless it has 2 or 3 neighbours
}
}
else { // The cell is dead: make it live if necessary
if (neighbours == 3 ) {
cells[x][y] = 1; // Only if it has 3 neighbours
}
} // End of if
} // End of y loop
} // End of x loop
} // End of function
void keyPressed() {
if (key=='r' || key == 'R') {
// Restart: reinitialization of cells
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
float state = random (100);
if (state > probabilityOfAliveAtStart) {
state = 0;
}
else {
state = 1;
}
cells[x][y] = int(state); // Save state of each cell
}
}
}
if (key==' ') { // On/off of pause
pause = !pause;
}
if (key=='c' || key == 'C') { // Clear all
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
cells[x][y] = 0; // Save all to zero
}
}
}
}</code></pre>