// Cloned by Benjamin Olojo on 27 Sep 2022 from World "Game of Life" by P5 Editor porting project
// Please leave this clone trail here.
// Declare variables
let w;
let columns;
let rows;
let board;
let next;
function setup() {
createCanvas(720, 400);
w = 10; // used to calculate number of cols + rows
// Calculate columns and rows
columns = floor(width / w);
rows = floor(height / w);
// Wacky way to make a 2D array is JS
board = new Array(columns); // initial number of cols
for (let i = 0; i < columns; i++) {
board[i] = new Array(rows);
}
// Going to use multiple 2D arrays and swap them
next = new Array(columns);
for (i = 0; i < columns; i++) {
next[i] = new Array(rows);
}
// Initial game upon running
//init();
}
function draw() {
background(255); // white background
generate(); // calling later defined generate function
for ( let i = 0; i < columns;i++) {
// iterate through rows on each col
for ( let j = 0; j < rows;j++) {
if ((board[i][j] == 1)) fill(10, 213, 63); // green cells
else fill(255);
stroke(0);
circle(i * w, j * w, w-1, w-1); // circles in each cell
}
}
}
// reset board when mouse is pressed
function mousePressed() {
init();
}
// Fill board randomly
function init() {
for (let i = 0; i < columns; i++) {
for (let j = 0; j < rows; j++) {
// Lining the edges with 0s
if (i == 0 || j == 0 || i == columns-1 || j == rows-1) board[i][j] = 0;
// Filling the rest randomly
else board[i][j] = floor(random(2));
next[i][j] = 0;
}
}
}
// The process of creating the new generation
function generate() {
// Loop through every spot in our 2D array and check spots neighbors
for (let x = 1; x < columns - 1; x++) {
for (let y = 1; y < rows - 1; y++) {
// Add up all the states in a 3x3 surrounding grid
let neighbors = 0;
for (let i = -1; i <= 1; i++) {
for (let j = -1; j <= 1; j++) {
neighbors += board[x+i][y+j];
}
}
// A little trick to subtract the current cell's state since
// we added it in the above loop
neighbors -= board[x][y];
// Rules of Life
if ((board[x][y] == 1) && (neighbors < 2)) next[x][y] = 0; // Underpopulation - Next generation dies
else if ((board[x][y] == 1) && (neighbors > 3)) next[x][y] = 0; // Overpopulation - Next generation dies
else if ((board[x][y] == 0) && (neighbors == 3)) next[x][y] = 1; // Reproduction - New offstring in next generation
else next[x][y] = board[x][y]; // Stasis - No change in next genration
}
}
// Swap!
let temp = board;
board = next;
next = temp;
}