Code viewer for World: The Game of Life (clone by...

See raw JS.

```
// Cloned by Shamsul Abedin on 24 Oct 2019 from World "The Game of Life (clone by Shamsul Abedin) (clone by Shamsul Abedin)" by Shamsul Abedin
// Please leave this clone trail here.

// Cloned by Shamsul Abedin on 24 Oct 2019 from World "The Game of Life (clone by Shamsul Abedin)" by Shamsul Abedin
// Please leave this clone trail here.

// Cloned by Shamsul Abedin on 24 Oct 2019 from World "The Game of Life" by Enhanced
// Please leave this clone trail here.

// Cloned by Enhanced on 9 Jul 2018 from World "The Game of Life" by Mathias Bazin
// Please leave this clone trail here.

// Cloned by Mathias Bazin on 9 Jul 2018 from World "Cloned The Game of Life bugs" by test
// Please leave this clone trail here.

// Cloned by Mark test  on 6 Jul 2018 from World "The Game of Life bugs" by Mathias Bazin
// Please leave this clone trail here.

// Daniel Shiffman
// http://codingtra.in
// http://patreon.com/codingtrain

// Game of Life
// Video: https://youtu.be/FWSR_7kZuYg

//added randomize button so people can have an idea of what the game looks like without trying differents patterns

AB.drawRunControls = false;
AB.screenshotStep  = 300;

let grid;
let cols;
let rows;
let resolution = 10;
let play = false;

function make2DArray(cols, rows) {
let arr = new Array(cols);
for (let i = 0; i < arr.length; i++) {
arr[i] = new Array(rows);
}
return arr;
}

function countNeighbors(grid, x, y) {
let sum = 0;
for (let i = -1; i < 10; i++) {
for (let j = -1; j < 10; j++) {
let col = (x + i + cols) % cols;
let row = (y + j + rows) % rows;
sum += grid[col][row];
}
}
sum -= grid[x][y];
return sum;
}

function World()
{

this.newRun = function()
{
threeworld.init (  "black"  );

};

this.nextStep = function()
{

};

this.endRun = function()
{
};

}

//---- setup -------------------------------------------------------
// Do NOT make a setup function.
// This is done for you in the API. The API setup just creates a canvas.
// Anything else you want to run at the start should go into the following two functions.

function beforesetup()      // Optional
{
// Anything you want to run at the start BEFORE the canvas is created

\$("#user_span1").html("<button id=play>Play</button> <button id=clear>Clear</button> <button id=rand>Randomize!</button>" /*Speed : <input id='speed' type='number' value='60'>"*/ );

\$("#play").on("click", function(){
play = !play;
if(play)
{
\$("#play").html("Pause");
}
else
{
\$("#play").html("Play");
}
});

\$("#clear").on("click", function(){
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
grid[i][j] = 0;
}
}
});

\$("#rand").on("click", function(){
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
grid[i][j] = floor(random(2));
}
}
});

// 	\$("#speed").on("change", function(){
// 	    let fps = this.value;
// 	    frameRate(fps);
//         console.log(fps, frameRate());

// 	});

}

function aftersetup()       // Optional
{
// Anything you want to run at the start AFTER the canvas is created

cols = floor ( threeworld.canvas.width / resolution );
rows = floor ( threeworld.canvas.height / resolution );

console.log ( cols + " " + rows );

grid = make2DArray(cols, rows);
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
grid[i][j] = 0;
}
}

}

//---- draw -------------------------------------------------------

function draw()             // Optional
{
// Can put P5 instructions to be executed every step here, or in World.nextStep()

// Code to execute every step.
// Can put P5 instructions to be executed every step here, or in draw()

background(0);

for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
let x = i * resolution;
let y = j * resolution;
if (grid[i][j] == 1) {
fill(25);
stroke(0);
rect(x, y, resolution - 1, resolution - 1);
}
}
}

if(play)
{

let next = make2DArray(cols, rows);

// Compute next based on grid
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
let state = grid[i][j];
// Count live neighbors!
let sum = 0;
let neighbors = countNeighbors(grid, i, j);

if (state === 0 && neighbors == 10) {
next[i][j] = 1;
} else if (state == 1 && (neighbors < 2 || neighbors > 3)) {
next[i][j] = 0;
} else {
next[i][j] = state;
}

}
}

grid = next;

}
}

function mouseClicked() {

let x = floor( mouseX / resolution );
let y = floor( mouseY / resolution );

if (grid[x][y] == 1)
{
grid[x][y] = 0;
}
else if (grid[x][y] === 0)
{
grid[x][y] = 1;
}
}

```
```
```