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<title>terra.js</title>
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<header id="header">
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<h1>terra.js <span>beta</span></h1>
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<p>A JavaScript framework for simple biological simulations and cellular automata.</p>
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<a data-scroll href="#main" id="scroller1" class="downArrow"></a>
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</header>
</div>
<nav>
<ul>
<li><a data-scroll href="#usage">Usage</a></li>
<li><a data-scroll href="#examples">Examples</a></li>
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<li><a data-scroll href="#creatures">Creatures</a></li>
<li><a data-scroll href="#terrarium">Terrarium</a></li>
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<li><a href="https://github.com/rileyjshaw/terra">GitHub</a></li>
</ul>
</nav>
<div id="main" class="main">
<p>terra is a <strong>super customizable</strong> framework for creating and analyzing biological simulations. It's open-source and licenced under MIT.</p>
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<h2 id="usage">Usage</h2>
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<h3>Including terra</h3>
<p>Getting started is as easy as including the script!</p>
<pre><code class="language-markup">&lt;script src="path/to/terra.min.js"&gt;&lt;/script&gt;</code></pre>
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<p>terra can also be used as a module with most popular module systems: <a class="question" target="_blank" href="https://github.com/umdjs/umd">?</a></p>
<pre><code class="language-javascript">// CommonJS
var terra = require('./terra.min.js');
// ...
// AMD
define(['./terra.min.js'] , function (terra) {
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return function () { //... };
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});
// ...and if you're not using a module system, it'll be in
window.terra;</code></pre>
<p>If you manage dependencies with <a href="http://bower.io/">Bower</a>, you're in luck!</p>
<pre><code class="language-bash">bower install terra</code></pre>
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<h3>Creating creatures</h3>
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<p>Let's create a simple creature using the registerCreature method. Each creature requires a type.</p>
<pre><code class="language-javascript">terra.registerCreature({
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type: 'firstCreature'
});</code></pre>
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<p>This creature is valid, but it's pretty boring. To make a more interesting creature, let's override some of the default <a data-scroll href="#creatures">attributes and methods</a>.</p>
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<pre><code class="language-javascript">terra.registerCreature({
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type: 'secondCreature',
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color: [120, 0, 240],
sustainability: 6,
reproduceLv: 1
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});</code></pre>
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<p>We've just created a purple creature that only eats if 6 or more plants are around it. These creatures basically seek out an edge or corner and die there.</p>
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<h3>Creating the environment</h3>
<p>To run a simulation, we'll need to create an environment. Let's make a 25x25 grid, populate 10% of the space with our lonely purple creature, and fill the rest with simple plants.</p>
<pre><code class="language-javascript">var ex1 = new terra.Terrarium(25, 25, 'ex1');
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ex1.grid = ex1.makeGridWithDistribution([['secondCreature', 10], ['simplePlant', 90]]);</code></pre>
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<h3>Running a simulation</h3>
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<p>Terrariums have a few methods that allow you to interact with the simulation. Let's animate it and see how it does for the first 300 steps.</p>
<pre id="ex1End"><code class="language-javascript">ex1.animate(300);</code></pre>
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<p>That's all there is to it! Though it's possible to generate complex behaviours by simply overriding default values, the real fun comes when you realize that <a data-scroll href="#customOptions">creatures are entirely customizable</a>.</p>
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<h2 id="examples">Examples</h2>
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<h3 id="gol">Conway's Game of Life <a class="question" target="_blank" href="http://en.wikipedia.org/wiki/Conway's_Game_of_Life">?</a></h3>
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<pre><code class="language-javascript">var gameOfLife = new terra.Terrarium(25, 25);
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terra.registerCA({
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type: 'GoL',
colorFn: function () { return this.alive ? this.color + ',1' : '0,0,0,0'; },
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process: function (neighbors) {
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var surrounding = neighbors.filter(function (spot) {
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return spot.creature.alive;
}).length;
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this.alive = surrounding === 3 || surrounding === 2 &amp;&amp; this.alive;
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return false;
}
}, function () {
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this.alive = Math.random() &lt; 0.5;
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});
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gameOfLife.grid = gameOfLife.makeGrid('GoL');
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gameOfLife.animate();</code></pre>
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<h3 id="cyclic">Cyclic Cellular Automaton <a class="question" target="_blank" href="http://en.wikipedia.org/wiki/Cyclic_cellular_automaton">?</a></h3>
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<pre><code class="language-javascript">var cyclic = new terra.Terrarium(100, 100);
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terra.registerCA({
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type: 'cyclic',
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colors: ['255,0,0,1', '255,96,0,1', '255,191,0,1', '223,255,0,1', '128,255,0,1', '32,255,0,1', '0,255,64,1', '0,255,159,1', '0,255,255,1', '0,159,255,1', '0,64,255,1', '32,0,255,1', '127,0,255,1', '223,0,255,1', '255,0,191,1', '255,0,96,1'],
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colorFn: function () { return this.colors[this.state];},
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process: function (neighbors) {
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var next = (this.state + 1) % 16;
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var changing = neighbors.some(function (spot) {
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return spot.creature.state === next;
});
if (changing) this.state = next;
}
}, function () {
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this.state = Math.floor(Math.random() * 16);
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});
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cyclic.grid = cyclic.makeGrid('cyclic');
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cyclic.animate();</code></pre>
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<h3 id="brutesAndBullies">Brutes and Bullies</h3>
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<pre><code class="language-javascript">// the demo running at the top of this page
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var bbTerrarium = new terra.Terrarium(25, 25);
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terra.registerCreature({
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type: 'plant',
color: [0, 120, 0],
size: 10,
initialEnergy: 5,
maxEnergy: 20,
wait: function() {
// photosynthesis :)
this.energy += 1;
},
move: false,
reproduceLv: 0.65
});
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terra.registerCreature({
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type: 'brute',
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color: [0, 255, 255],
maxEnergy: 50,
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initialEnergy: 10,
size: 20
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});
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terra.registerCreature({
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type: 'bully',
color: [241, 196, 15],
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initialEnergy: 20,
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reproduceLv: 0.6,
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sustainability: 3
});
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bbTerrarium.grid = bbTerrarium.makeGridWithDistribution([['plant', 50], ['brute', 5], ['bully', 5]]);
bbTerrarium.animate();</code></pre>
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<p>If you come up with a cool example, <a href="mailto:i@rileyjshaw.com">let me know</a>! I'll add it to this list and credit you.</p>
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<h2 id="creatures">Creatures</h2>
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<p>Creatures are registered with <pre><code class="language-javascript">terra.registerCreature(options, init)</code></pre> or <pre><code class="language-javascript">terra.registerCA(options, init)</code></pre> for cellular automata.</p>
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<p>The following methods and attributes can be passed in an object as the first argument:</p>
<h3 id="creatureOptions">Required</h3>
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<ul class="defaults">
<li>
<h4><span class="token keyword">string</span> type</h4>
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<p>Creature type, to be used later in <a data-scroll href="#terrariumMethods" class="token function">makeGrid( )</a> or <a data-scroll href="#terrariumMethods" class="token function">makeGridWithDistribution( )</a>.</p>
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</li>
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</ul>
<h3>Optional</h3>
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<ul class="defaults">
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<li id="actionRadius">
<h4><span class="token keyword">int</span> actionRadius</h4>
<p>A creature's vision and movement range for each step.</p>
<ul>
<li>Default: 1</li>
</ul>
</li>
<li>
<h4><span class="token keyword">char</span> character</h4>
<p>ASCII character used to visually represent a creature.</p>
<ul>
<li>Default: undefined (fills cell)</li>
</ul>
</li>
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<li>
<h4><span class="token keyword">int [3]</span> color</h4>
<p>RGB components of a creature's display color.</p>
<ul>
<li>Range: [0, 255]</li>
<li>Default: random</li>
</ul>
</li>
<li>
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<h4><span class="token keyword">function</span> colorFn</h4>
<p>How a creature's color is determined at each step.</p>
<ul>
<li>Returns: <span class="mono"><span class="token keyword">string</span></span> of comma-separated RGBA components.</li>
</ul>
</li>
<li>
<h4><span class="token keyword">int</span> efficiency</h4>
<p>Conversion ratio of food to energy. Food energy &times; efficiency = gained energy.</p>
<ul>
<li>Default: 0.7</li>
</ul>
</li>
<li id="initialEnergy">
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<h4><span class="token keyword">float</span> initialEnergy</h4>
<p>Energy level that a creature has at the start of its life.
<ul>
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<li>Range: (0, <a data-scroll href="#maxEnergy">maxEnergy</a>]</li>
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<li>Default: 50</li>
</ul>
</li>
<li>
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<h4><span class="token keyword">function</span> isDead</h4>
<p>Determines whether a creature should be removed at the beginning of a step.</p>
<ul>
<li>Returns: <span class="mono"><span class="token keyword">boolean</span></span></li>
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<li>Default: Return true for creatures with energy &lt;= 0. Return false always for cellular automata.</li>
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</ul>
</li>
<li id="maxEnergy">
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<h4><span class="token keyword">float</span> maxEnergy</h4>
<p>Maximum energy that a creature can have; excess energy is discarded.</p>
<ul>
<li>Default: 100</li>
<li>Minimum: 0</li>
</ul>
</li>
<li>
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<h4><span class="token keyword">function</span> move</h4>
<p>How a creature moves.</p>
<ul>
<li>Parameters: <span class="mono"><span class="token keyword">{coords, creature} []</span> neighbors</span></li>
<li>Default: Look for edible creatures; if none are found, look for open spaces to move to; if none are found, wait.</li>
<li>Returns: <span class="mono">{x, y, creature, successFn} || false</span></li>
</ul>
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</li>
<li>
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<h4><span class="token keyword">float</span> moveLv</h4>
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<p></p>
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<ul>
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<p>Percentage of a creature's max energy below which it will stop moving (used in the default <a data-scroll href="#process">process</a> method).</p>
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<li>Default: 0</li>
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<li>Range: [0, 1]</li>
</ul>
</li>
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<li id="process">
<h4><span class="token keyword">function</span> process</h4>
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<p>Main entry point for behavior; called for each creature on each iteration.</p>
<ul>
<li>Parameters: <span class="mono"><span class="token keyword">{coords, creature} []</span> neighbors</span></li>
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<li>Default: Creatures reproduce if energy is sufficient, otherwise move if energy is sufficient, otherwise wait. Cellular automata do nothing by default.</li>
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<li>Returns: <span class="mono">{x, y, creature} || false</span></li>
</ul>
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</li>
<li>
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<h4><span class="token keyword">function</span> reproduce</h4>
<p>How a creature reproduces.</p>
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<ul>
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<li>Parameters: <span class="mono"><span class="token keyword">{coords, creature} []</span> neighbors</span></li>
<li>Default: Look for neighboring open space; if any exists, randomly place a new creature and lose energy equal to the child's <a data-scroll href="#initialEnergy">initialEnergy</a>.</li>
<li>Returns: <span class="mono">{x, y, creature, successFn, failureFn} || false</span></li>
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</ul>
</li>
<li>
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<h4><span class="token keyword">float</span> reproduceLv</h4>
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<p>Percentage of a creature's max energy above which it will reproduce (used in the default <a data-scroll href="#process">process</a> method).</p>
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<ul>
<li>Default: 0.7</li>
<li>Range: [0, 1]</li>
</ul>
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</li>
<li>
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<h4><span class="token keyword">int</span> size</h4>
<p>A creature's size; by default, creatures can only eat creatures smaller than them.</p>
<ul>
<li>Default: 50</li>
</ul>
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</li>
<li>
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<h4><span class="token keyword">int</span> sustainability</h4>
<p>Number of visible food sources needed before a creature will eat.</p>
<ul>
<li>Default: 2</li>
<li>Range: (0, 16 &times; <a data-scroll href="#actionRadius">actionRadius</a> - 8]</li>
</ul>
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</li>
<li>
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<h4><span class="token keyword">function</span> wait</h4>
<p>What happens when a creature waits.</p>
<ul>
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<li>Default: Creatures lose 5 energy. No effect for cellular automata.</li>
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</ul>
</li>
<li id="customOptions">
<h4><span class="token keyword">*</span> *</h4>
<p>The best part about creatures is that you can add <em>whatever you want</em> to them! In addition to overriding any of the above properties, creatures will accept any methods and properties you throw at 'em.</p>
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</li>
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</ul>
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<p>The second argument to the terra.registerCreature and terra.registerCA is the init function. This function is run within a creature's constructor and allows you to set different attributes for individual creatures. For example, in the <a data-scroll href="#cyclic">Cyclic Cellular Automaton</a> example above we see the following init function:</p>
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<pre><code class="language-javascript">function () {
this.state = Math.floor(Math.random() * 16);
});</code></pre>
<p>Whenever a new creature is created of type 'cyclic', it will be randomly assigned a state of 0 to 15.</p>
<h2 id="terrarium">Terrarium</h2>
<p>Terrariums are where the action happens. They're initialized with the following constructor:</p>
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<pre><code class="language-javascript">//new terra.Terrarium(width, height, id, cellSize, insertAfter);
//example: create a 4x4 terrarium called #myTerrarium after element #bugStory
var t = new terra.Terrarium(4, 4, 'myTerrarium', 15, document.getElementById('bugStory');</code></pre>
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<h3>Required</h3>
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<ul class="defaults">
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<li>
<h4><span class="token keyword">int</span> width</h4>
<p>Number of cells in the x-direction.</p>
</li>
<li>
<h4><span class="token keyword">int</span> height</h4>
<p>Number of cells in the y-direction.</p>
</li>
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</ul>
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<h3>Optional</h3>
<ul class="defaults">
<li>
<h4><span class="token keyword">string</span> id</h4>
<p>id assigned to the generated canvas.</p>
</li>
<li>
<h4><span class="token keyword">int</span> cellSize</h4>
<p>Pixel width of each cell.</p>
<ul>
<li>Default: 10</li>
</ul>
</li>
<li>
<h4><span class="token keyword">string</span> insertAfter</h4>
<p>id of the element to insert the canvas after.</p>
<ul>
<li>Default: canvas is appended to <code class="language-markup">document.body</code></li>
</ul>
</li>
</ul>
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<p id="terrariumMethods">Once initialized, terrariums have a few exposed methods. Using our terrarium <code class="language-javascript">t</code> that we just created:</p>
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<pre><code class="language-javascript">//initial setup
var a = 'a', b = 'b';
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terra.registerCreature({type: a});
terra.registerCreature({type: b});
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/* makeGrid(content)
*
* Returns a grid populated using a function, 2-d array, or uniform type */
// example: fill the terrarium with the 'b' creature type
t.grid = t.makeGrid(b);
// example: fill the terrarium with a checkerboard pattern
t.grid = t.makeGrid(function (x, y) {
return (x + y) % 2 ? a : b;
});
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// example: fill the terrarium's left half with 'a', right half with 'b'
t.grid = t.makeGrid([
[a, a, b, b],
[a, a, b, b],
[a, a, b, b],
[a, a, b, b]
]);
/* makeGridWithDistribution(distribution)
*
* Returns a grid populated randomly with a set creature distribution, where distribution
* is an array of arrays of the form [string 'creatureName', float fillPercent] */
// example: fill the terrarium randomly with approximately half 'a' and half 'b'
t.grid = t.makeGridWithDistribution([[a, 50], [b, 50]]);
/* step(steps)
*
* Returns the next step of the simulation, or the grid after &lt;steps&gt; steps if specified */
// example: advance the terrarium 10 steps in the future
t.grid = t.step(10);
/* draw()
*
* Updates the terrarium's canvas to reflect the current grid */
// example: display all the work we've done above
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t.draw();
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/* animate(steps, fn)
*
* Starts animating the simulation. The simulation will stop after &lt;steps&gt; steps
* if specified, and call &lt;fn&gt; as a callback once the animation finishes. */
// example: animate the terrarium
t.animate();
/* stop()
*
* stops a currently running simulation */
// example: stop the animation that we just started
t.stop();</code></pre>
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<p>Still want more? Check out the source on <a href="https://github.com/rileyjshaw/terra">GitHub</a>!</p>
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</div>
<footer>Created with ❤ by <a href="http://rileyjshaw.com">rileyjshaw</a>. Inspired by <a href="http://eloquentjavascript.net/">Marijn Haverbeke</a> and <a href="https://www.wolframscience.com/">Stephen Wolfram</a>.</footer>
<script src="terra.demo.min.js"></script>
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