Update 2014-08-17T04:25:33.598Z

This commit is contained in:
Riley Shaw 2014-08-17 00:25:33 -04:00
parent 8dfdc93eeb
commit 31ebc5af15
20 changed files with 2 additions and 3575 deletions

7
.gitignore vendored
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.sass-cache
demo
bower_components
node_modules
index.html
main.css
terra.demo.min.js

21
LICENSE
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The MIT License (MIT)
Copyright (c) 2014 rileyjshaw
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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terra
=====
JS framework for cellular automata and simple biological simulations.
Used to live [here](https://github.com/rileyjshaw/hs-goals/tree/master/goal-008) and [here](https://github.com/rileyjshaw/hs-goals/tree/master/goal-009).

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var _ = require('./util.js');
// abstract factory that adds a superclass of baseCreature
var creatureFactory = (function () {
function baseCreature() {
this.age = 0;
}
baseCreature.prototype.initialEnergy = 50;
baseCreature.prototype.maxEnergy = 100;
baseCreature.prototype.metabolism = 0.7;
baseCreature.prototype.size = 50;
baseCreature.prototype.speed = 1;
baseCreature.prototype.vision = 1;
baseCreature.prototype.sustainability = 2;
// used as percentages of maxEnergy
baseCreature.prototype.reproduceLv = 0.70;
baseCreature.prototype.moveLv = 0.20;
baseCreature.prototype.boundEnergy = function() {
if (this.energy > this.maxEnergy)
this.energy = this.maxEnergy;
};
baseCreature.prototype.isDead = function() {
return this.energy <= 0;
};
baseCreature.prototype.reproduce = function (neighbors) {
var spots = _.filter(neighbors, function (spot) {
return !spot.creature;
});
if (spots.length) {
var step = spots[_.random(spots.length - 1)];
var coords = step.coords;
var creature = creatureFactory.make(this.type);
var successFn = (function () {
this.energy -= this.initialEnergy;
return true;
}).bind(this);
var failureFn = this.wait;
return {
x: coords.x,
y: coords.y,
creature: creature,
successFn: successFn,
failureFn: failureFn
};
} else return false;
};
baseCreature.prototype.move = function (neighbors) {
var creature = this;
// first, look for creatures to eat
var spots = _.filter(neighbors, (function (spot) {
return spot.creature.size < this.size;
}).bind(this));
// if there's not enough food, try to move
if (spots.length < this.sustainability) {
spots = _.filter(neighbors, function (spot) {
return !spot.creature;
});
}
// if we've got a spot to move to...
if (spots.length) {
// ...pick one
var step = spots[_.random(spots.length - 1)];
var coords = step.coords;
var successFn = (function () {
var foodEnergy = step.creature.energy * this.metabolism;
this.energy = this.energy + (foodEnergy || -10);
// clear the original location
return false;
}).bind(this);
return {
x: coords.x,
y: coords.y,
creature: creature,
successFn: successFn
};
} else return false;
};
baseCreature.prototype.wait = function (neighbors) {
this.energy -= 5;
return true;
};
baseCreature.prototype.queue = function (neighbors) {
var step = {};
var maxEnergy = this.maxEnergy;
if (this.energy > this.maxEnergy * this.reproduceLv && this.reproduce) {
step = this.reproduce(neighbors);
} else if (this.energy > this.moveLv && this.move) {
step = this.move(neighbors);
}
var creature = step.creature;
if (creature) {
creature.successFn = step.successFn || creature.wait;
creature.failureFn = step.failureFn || creature.wait;
return {
x: step.x,
y: step.y,
creature: creature
};
} else return false;
};
// Storage for our creature types
var types = {};
return {
make: function (type, options) {
var Creature = types[type];
return (Creature ? new Creature(options) : false);
},
register: function (options, init) {
// required attributes
var type = options.type;
var color = options.color;
// only register classes that fulfill the creature contract
if (typeof type === 'string' &&
typeof types[type] === 'undefined' &&
typeof color === 'object' &&
color.length === 3) {
// set the constructor, including init if it's defined
if (typeof init === 'function') {
types[type] = function () {
this.energy = this.initialEnergy;
init.call(this);
};
} else {
types[type] = function () {
this.energy = this.initialEnergy;
};
}
types[type].prototype = new baseCreature();
types[type].prototype.constructor = types[type];
_.each(options, function(value, key) {
types[type].prototype[key] = value;
});
types[type].prototype.successFn = types[type].wait;
types[type].prototype.failureFn = types[type].wait;
types[type].prototype.energy = options.initialEnergy;
return true;
} else return false;
}
};
})();
module.exports = creatureFactory;

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var _ = require('./util.js');
module.exports = function(canvas, grid, cellSize) {
var ctx = canvas.getContext('2d');
ctx.font = 'bold ' + cellSize + 'px Arial';
ctx.clearRect(0, 0, canvas.width, canvas.height);
_.each(grid, function (column, x) {
_.each(column, function (creature, y) {
if (creature) {
var color = creature.colorFn ?
creature.colorFn() :
creature.color + ',' + creature.energy / creature.maxEnergy;
ctx.fillStyle = 'rgba(' + color + ')';
if (creature.character) {
ctx.fillText(creature.character, x * cellSize, y * cellSize + cellSize);
} else {
ctx.fillRect(x * cellSize, y * cellSize, cellSize, cellSize);
}
}
});
});
};

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// Creates an HD canvas element on page and
// returns a reference to the element
var createCanvasElement = function (width, height, id, insertAfter) {
// Creates a scaled-up canvas based on the device's
// resolution, then displays it properly using styles
function createHDCanvas (ratio) {
var canvas = document.createElement('canvas');
// Creates a dummy canvas to test device's pixel ratio
ratio = (function () {
var context = document.createElement('canvas').getContext('2d');
var dpr = window.devicePixelRatio || 1;
var bsr = context.webkitBackingStorePixelRatio ||
context.mozBackingStorePixelRatio ||
context.msBackingStorePixelRatio ||
context.oBackingStorePixelRatio ||
context.backingStorePixelRatio || 1;
return dpr / bsr;
})();
canvas.width = width * ratio;
canvas.height = height * ratio;
canvas.style.width = width + 'px';
canvas.style.height = height + 'px';
canvas.getContext('2d').setTransform(ratio, 0, 0, ratio, 0, 0);
canvas.id = id;
return canvas;
}
var canvas = createHDCanvas();
if (insertAfter) insertAfter.parentNode.insertBefore(canvas, insertAfter.nextSibling);
else document.body.appendChild(canvas);
return canvas;
};
module.exports = {
createCanvasElement: createCanvasElement
};

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var Terrarium = require('./terrarium.js');
var creatureFactory = require('./creature.js');
module.exports = {
Terrarium: Terrarium,
creatureFactory: creatureFactory
};

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var _ = require('./util');
var creatureFactory = require('./creature.js');
var display = require('./display.js');
var dom = require('./dom.js');
function Terrarium(width, height, id, cellSize, insertAfter) {
this.width = width;
this.height = height;
this.cellSize = cellSize || 10;
this.grid = [];
this.canvas = dom.createCanvasElement(width * cellSize, height * cellSize, id, insertAfter);
}
Terrarium.prototype.populate = function (creatures, grid) {
function pickCreature(accum, creature) {
var percentage = accum + creature[1];
if (!current && percentage > rand) {
current = creatureFactory.make(creature[0]);
}
return percentage;
}
var current, rand = 0;
if (!grid) grid = this.grid;
for (var x = this.width; x--;) {
grid[x] = [];
// populate the array with creatures if provided,
// otherwise leave it sparse
if (creatures) {
for (var y = this.height; y--;) {
current = false;
rand = _.random(99, true);
_.reduce(creatures, pickCreature, 0);
grid[x].push(current);
}
}
}
};
Terrarium.prototype.step = function(steps) {
function copyAndRemoveInner (origCreature) {
if (origCreature) {
var copy = _.assign(new (origCreature.constructor)(), origCreature);
return copy.isDead() ? false : copy;
} else return false;
}
function copyAndRemove (origCols) {
return _.map(origCols, copyAndRemoveInner);
}
function zipCoordsWithNeighbors (coords) {
return {
coords: coords,
creature: oldGrid[coords.x][coords.y]
};
}
function processLoser (loser) {
var loserCreature = loser.creature;
if (loserCreature) {
loserCreature.failureFn();
loserCreature.boundEnergy();
} else {
loser.wait();
loser.boundEnergy();
}
}
function processCreaturesInner (creature, x, y) {
if (creature) {
var neighbors = _.map(
_.getNeighborCoords(x, y, gridWidth - 1, gridHeight - 1, creature.vision),
zipCoordsWithNeighbors
);
var result = creature.queue(neighbors);
if (result) {
var eigenColumn = eigenGrid[result.x];
if (!eigenColumn[result.y]) eigenColumn[result.y] = [];
eigenColumn[result.y].push({
x: x,
y: y,
creature: result.creature
});
} else {
processLoser(creature);
}
}
}
function processCreatures (column, x) {
_.each(column, function (creature, y) { processCreaturesInner(creature, x, y); });
}
function pickWinnerInner (superposition, x, y) {
if (superposition) {
var winner = superposition.splice(_.random(superposition.length - 1), 1)[0];
var winnerCreature = winner.creature;
// clear the original creature's square if successFn returns false
if (winnerCreature.successFn() === false) {
newGrid[winner.x][winner.y] = false;
}
winnerCreature.boundEnergy();
// put the winner in its rightful place
newGrid[x][y] = winnerCreature;
// ...and call wait() on the losers. We can do this without
// affecting temporal consistency because all callbacks have
// already been created with prior conditions
_.each(superposition, processLoser);
}
}
function pickWinner (column, x) {
_.each(column, function (superposition, y) { pickWinnerInner(superposition, x, y); });
}
var gridWidth = this.width;
var gridHeight = this.height;
var oldGrid = this.grid, newGrid, eigenGrid;
if (typeof steps !== 'number') steps = 1;
while (steps--) {
oldGrid = newGrid ? _.clone(newGrid) : this.grid;
// copy the old grid & remove dead creatures
newGrid = _.map(oldGrid, copyAndRemove);
// create an empty grid to hold creatures competing for the same square
eigenGrid = [];
this.populate(false, eigenGrid);
// Add each creature's intended destination to the eigenGrid
_.each(newGrid, processCreatures);
// Choose a winner from each of the eigenGrid's superpositions
_.each(eigenGrid, pickWinner);
}
return newGrid;
};
Terrarium.prototype.draw = function() {
display(this.canvas, this.grid, this.cellSize);
};
module.exports = Terrarium;

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// Seed Math.random() with seedrandom
require('../bower_components/seedrandom/seedrandom.js')('terra', {global: true});
// an extended custom build of lodash, generated with:
// lodash exports=commonjs include=assign,clone,filter,each,map,random,reduce,some
var _ = require('../lodash_custom/lodash.custom.min.js')._;
/**
* Takes a cell and returns the coordinates of its neighbors
* @param {int} x0 - x position of cell
* @param {int} y0 - y position of cell
* @param {int} xMax - maximum x index i.e. grid width - 1
* @param {int} yMax - maximum x index i.e. grid height - 1
* @param {int} radius - (default = 1) neighbor radius
* @return {array} - an array of [x, y] pairs of the neighboring cells
*/
_.getNeighborCoords = function (x0, y0, xMax, yMax, radius) {
var coords = [], current, xLo, xHi, yLo, yHi;
if (typeof radius !== 'number' || radius < 1) radius = 1;
xLo = Math.max(0, x0 - radius);
yLo = Math.max(0, y0 - radius);
xHi = Math.min(x0 + radius, xMax);
yHi = Math.min(y0 + radius, yMax);
for (var x = xLo; x <= xHi; x++)
for (var y = yLo; y <= yHi; y++)
if (x !== x0 || y !== y0)
coords.push({ x: x, y: y });
return coords;
};
/**
* CommonJS exports
* @type {Object}
*/
module.exports = _;

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{
"name": "terra",
"version": "0.0.2-alpha",
"homepage": "https://github.com/rileyjshaw/terra",
"authors": [
"rileyjshaw <i@rileyjshaw.com>"
],
"description": "A JavaScript framework for simple biological simulations and cellular automata.",
"main": "dist/terra.min.js",
"moduleType": [
"node"
],
"keywords": [
"terrarium",
"sumulator",
"cellular",
"automata",
"biology"
],
"license": "MIT",
"private": true,
"ignore": [
"**/.*",
"app",
"bower_components",
"demo",
"lodash_custom",
"node_modules",
"tests",
"index.html",
"main.css",
"terra.demo.min.js",
"gulpfile.js"
],
"dependencies": {
"seedrandom": "~2.3.6"
}
}

849
dist/terra.js vendored
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!function(e){if("object"==typeof exports&&"undefined"!=typeof module)module.exports=e();else if("function"==typeof define&&define.amd)define([],e);else{var f;"undefined"!=typeof window?f=window:"undefined"!=typeof global?f=global:"undefined"!=typeof self&&(f=self),f.terra=e()}}(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
var Terrarium = require('./terrarium.js');
var creatureFactory = require('./creature.js');
module.exports = {
Terrarium: Terrarium,
creatureFactory: creatureFactory
};
},{"./creature.js":2,"./terrarium.js":5}],2:[function(require,module,exports){
var _ = require('./util.js');
// abstract factory that adds a superclass of baseCreature
var creatureFactory = (function () {
function baseCreature() {
this.age = 0;
}
baseCreature.prototype.initialEnergy = 50;
baseCreature.prototype.maxEnergy = 100;
baseCreature.prototype.metabolism = 0.7;
baseCreature.prototype.size = 50;
baseCreature.prototype.speed = 1;
baseCreature.prototype.vision = 1;
baseCreature.prototype.sustainability = 2;
// used as percentages of maxEnergy
baseCreature.prototype.reproduceLv = 0.70;
baseCreature.prototype.moveLv = 0.20;
baseCreature.prototype.boundEnergy = function() {
if (this.energy > this.maxEnergy)
this.energy = this.maxEnergy;
};
baseCreature.prototype.isDead = function() {
return this.energy <= 0;
};
baseCreature.prototype.reproduce = function (neighbors) {
var spots = _.filter(neighbors, function (spot) {
return !spot.creature;
});
if (spots.length) {
var step = spots[_.random(spots.length - 1)];
var coords = step.coords;
var creature = creatureFactory.make(this.type);
var successFn = (function () {
this.energy -= this.initialEnergy;
return true;
}).bind(this);
var failureFn = this.wait;
return {
x: coords.x,
y: coords.y,
creature: creature,
successFn: successFn,
failureFn: failureFn
};
} else return false;
};
baseCreature.prototype.move = function (neighbors) {
var creature = this;
// first, look for creatures to eat
var spots = _.filter(neighbors, (function (spot) {
return spot.creature.size < this.size;
}).bind(this));
// if there's not enough food, try to move
if (spots.length < this.sustainability) {
spots = _.filter(neighbors, function (spot) {
return !spot.creature;
});
}
// if we've got a spot to move to...
if (spots.length) {
// ...pick one
var step = spots[_.random(spots.length - 1)];
var coords = step.coords;
var successFn = (function () {
var foodEnergy = step.creature.energy * this.metabolism;
this.energy = this.energy + (foodEnergy || -10);
// clear the original location
return false;
}).bind(this);
return {
x: coords.x,
y: coords.y,
creature: creature,
successFn: successFn
};
} else return false;
};
baseCreature.prototype.wait = function (neighbors) {
this.energy -= 5;
return true;
};
baseCreature.prototype.queue = function (neighbors) {
var step = {};
var maxEnergy = this.maxEnergy;
if (this.energy > this.maxEnergy * this.reproduceLv && this.reproduce) {
step = this.reproduce(neighbors);
} else if (this.energy > this.moveLv && this.move) {
step = this.move(neighbors);
}
var creature = step.creature;
if (creature) {
creature.successFn = step.successFn || creature.wait;
creature.failureFn = step.failureFn || creature.wait;
return {
x: step.x,
y: step.y,
creature: creature
};
} else return false;
};
// Storage for our creature types
var types = {};
return {
make: function (type, options) {
var Creature = types[type];
return (Creature ? new Creature(options) : false);
},
register: function (options, init) {
// required attributes
var type = options.type;
var color = options.color;
// only register classes that fulfill the creature contract
if (typeof type === 'string' &&
typeof types[type] === 'undefined' &&
typeof color === 'object' &&
color.length === 3) {
// set the constructor, including init if it's defined
if (typeof init === 'function') {
types[type] = function () {
this.energy = this.initialEnergy;
init.call(this);
};
} else {
types[type] = function () {
this.energy = this.initialEnergy;
};
}
types[type].prototype = new baseCreature();
types[type].prototype.constructor = types[type];
_.each(options, function(value, key) {
types[type].prototype[key] = value;
});
types[type].prototype.successFn = types[type].wait;
types[type].prototype.failureFn = types[type].wait;
types[type].prototype.energy = options.initialEnergy;
return true;
} else return false;
}
};
})();
module.exports = creatureFactory;
},{"./util.js":6}],3:[function(require,module,exports){
var _ = require('./util.js');
module.exports = function(canvas, grid, cellSize) {
var ctx = canvas.getContext('2d');
ctx.font = 'bold ' + cellSize + 'px Arial';
ctx.clearRect(0, 0, canvas.width, canvas.height);
_.each(grid, function (column, x) {
_.each(column, function (creature, y) {
if (creature) {
var color = creature.colorFn ?
creature.colorFn() :
creature.color + ',' + creature.energy / creature.maxEnergy;
ctx.fillStyle = 'rgba(' + color + ')';
if (creature.character) {
ctx.fillText(creature.character, x * cellSize, y * cellSize + cellSize);
} else {
ctx.fillRect(x * cellSize, y * cellSize, cellSize, cellSize);
}
}
});
});
};
},{"./util.js":6}],4:[function(require,module,exports){
// Creates an HD canvas element on page and
// returns a reference to the element
var createCanvasElement = function (width, height, id, insertAfter) {
// Creates a scaled-up canvas based on the device's
// resolution, then displays it properly using styles
function createHDCanvas (ratio) {
var canvas = document.createElement('canvas');
// Creates a dummy canvas to test device's pixel ratio
ratio = (function () {
var context = document.createElement('canvas').getContext('2d');
var dpr = window.devicePixelRatio || 1;
var bsr = context.webkitBackingStorePixelRatio ||
context.mozBackingStorePixelRatio ||
context.msBackingStorePixelRatio ||
context.oBackingStorePixelRatio ||
context.backingStorePixelRatio || 1;
return dpr / bsr;
})();
canvas.width = width * ratio;
canvas.height = height * ratio;
canvas.style.width = width + 'px';
canvas.style.height = height + 'px';
canvas.getContext('2d').setTransform(ratio, 0, 0, ratio, 0, 0);
canvas.id = id;
return canvas;
}
var canvas = createHDCanvas();
if (insertAfter) insertAfter.parentNode.insertBefore(canvas, insertAfter.nextSibling);
else document.body.appendChild(canvas);
return canvas;
};
module.exports = {
createCanvasElement: createCanvasElement
};
},{}],5:[function(require,module,exports){
var _ = require('./util');
var creatureFactory = require('./creature.js');
var display = require('./display.js');
var dom = require('./dom.js');
function Terrarium(width, height, id, cellSize, insertAfter) {
this.width = width;
this.height = height;
this.cellSize = cellSize || 10;
this.grid = [];
this.canvas = dom.createCanvasElement(width * cellSize, height * cellSize, id, insertAfter);
}
Terrarium.prototype.populate = function (creatures, grid) {
function pickCreature(accum, creature) {
var percentage = accum + creature[1];
if (!current && percentage > rand) {
current = creatureFactory.make(creature[0]);
}
return percentage;
}
var current, rand = 0;
if (!grid) grid = this.grid;
for (var x = this.width; x--;) {
grid[x] = [];
// populate the array with creatures if provided,
// otherwise leave it sparse
if (creatures) {
for (var y = this.height; y--;) {
current = false;
rand = _.random(99, true);
_.reduce(creatures, pickCreature, 0);
grid[x].push(current);
}
}
}
};
Terrarium.prototype.step = function(steps) {
function copyAndRemoveInner (origCreature) {
if (origCreature) {
var copy = _.assign(new (origCreature.constructor)(), origCreature);
return copy.isDead() ? false : copy;
} else return false;
}
function copyAndRemove (origCols) {
return _.map(origCols, copyAndRemoveInner);
}
function zipCoordsWithNeighbors (coords) {
return {
coords: coords,
creature: oldGrid[coords.x][coords.y]
};
}
function processLoser (loser) {
var loserCreature = loser.creature;
if (loserCreature) {
loserCreature.failureFn();
loserCreature.boundEnergy();
} else {
loser.wait();
loser.boundEnergy();
}
}
function processCreaturesInner (creature, x, y) {
if (creature) {
var neighbors = _.map(
_.getNeighborCoords(x, y, gridWidth - 1, gridHeight - 1, creature.vision),
zipCoordsWithNeighbors
);
var result = creature.queue(neighbors);
if (result) {
var eigenColumn = eigenGrid[result.x];
if (!eigenColumn[result.y]) eigenColumn[result.y] = [];
eigenColumn[result.y].push({
x: x,
y: y,
creature: result.creature
});
} else {
processLoser(creature);
}
}
}
function processCreatures (column, x) {
_.each(column, function (creature, y) { processCreaturesInner(creature, x, y); });
}
function pickWinnerInner (superposition, x, y) {
if (superposition) {
var winner = superposition.splice(_.random(superposition.length - 1), 1)[0];
var winnerCreature = winner.creature;
// clear the original creature's square if successFn returns false
if (winnerCreature.successFn() === false) {
newGrid[winner.x][winner.y] = false;
}
winnerCreature.boundEnergy();
// put the winner in its rightful place
newGrid[x][y] = winnerCreature;
// ...and call wait() on the losers. We can do this without
// affecting temporal consistency because all callbacks have
// already been created with prior conditions
_.each(superposition, processLoser);
}
}
function pickWinner (column, x) {
_.each(column, function (superposition, y) { pickWinnerInner(superposition, x, y); });
}
var gridWidth = this.width;
var gridHeight = this.height;
var oldGrid = this.grid, newGrid, eigenGrid;
if (typeof steps !== 'number') steps = 1;
while (steps--) {
oldGrid = newGrid ? _.clone(newGrid) : this.grid;
// copy the old grid & remove dead creatures
newGrid = _.map(oldGrid, copyAndRemove);
// create an empty grid to hold creatures competing for the same square
eigenGrid = [];
this.populate(false, eigenGrid);
// Add each creature's intended destination to the eigenGrid
_.each(newGrid, processCreatures);
// Choose a winner from each of the eigenGrid's superpositions
_.each(eigenGrid, pickWinner);
}
return newGrid;
};
Terrarium.prototype.draw = function() {
display(this.canvas, this.grid, this.cellSize);
};
module.exports = Terrarium;
},{"./creature.js":2,"./display.js":3,"./dom.js":4,"./util":6}],6:[function(require,module,exports){
// Seed Math.random() with seedrandom
require('../bower_components/seedrandom/seedrandom.js')('terra', {global: true});
// an extended custom build of lodash, generated with:
// lodash exports=commonjs include=assign,clone,filter,each,map,random,reduce,some
var _ = require('../lodash_custom/lodash.custom.min.js')._;
/**
* Takes a cell and returns the coordinates of its neighbors
* @param {int} x0 - x position of cell
* @param {int} y0 - y position of cell
* @param {int} xMax - maximum x index i.e. grid width - 1
* @param {int} yMax - maximum x index i.e. grid height - 1
* @param {int} radius - (default = 1) neighbor radius
* @return {array} - an array of [x, y] pairs of the neighboring cells
*/
_.getNeighborCoords = function (x0, y0, xMax, yMax, radius) {
var coords = [], current, xLo, xHi, yLo, yHi;
if (typeof radius !== 'number' || radius < 1) radius = 1;
xLo = Math.max(0, x0 - radius);
yLo = Math.max(0, y0 - radius);
xHi = Math.min(x0 + radius, xMax);
yHi = Math.min(y0 + radius, yMax);
for (var x = xLo; x <= xHi; x++)
for (var y = yLo; y <= yHi; y++)
if (x !== x0 || y !== y0)
coords.push({ x: x, y: y });
return coords;
};
/**
* CommonJS exports
* @type {Object}
*/
module.exports = _;
},{"../bower_components/seedrandom/seedrandom.js":7,"../lodash_custom/lodash.custom.min.js":8}],7:[function(require,module,exports){
/**
seedrandom.js
=============
Seeded random number generator for Javascript.
version 2.3.6<br>
Author: David Bau<br>
Date: 2014 May 14
Can be used as a plain script, a node.js module or an AMD module.
Script tag usage
----------------
<script src=//cdnjs.cloudflare.com/ajax/libs/seedrandom/2.3.6/seedrandom.min.js>
</script>
// Sets Math.random to a PRNG initialized using the given explicit seed.
Math.seedrandom('hello.');
console.log(Math.random()); // Always 0.9282578795792454
console.log(Math.random()); // Always 0.3752569768646784
// Sets Math.random to an ARC4-based PRNG that is autoseeded using the
// current time, dom state, and other accumulated local entropy.
// The generated seed string is returned.
Math.seedrandom();
console.log(Math.random()); // Reasonably unpredictable.
// Seeds using the given explicit seed mixed with accumulated entropy.
Math.seedrandom('added entropy.', { entropy: true });
console.log(Math.random()); // As unpredictable as added entropy.
// Use "new" to create a local prng without altering Math.random.
var myrng = new Math.seedrandom('hello.');
console.log(myrng()); // Always 0.9282578795792454
Node.js usage
-------------
npm install seedrandom
// Local PRNG: does not affect Math.random.
var seedrandom = require('seedrandom');
var rng = seedrandom('hello.');
console.log(rng()); // Always 0.9282578795792454
// Autoseeded ARC4-based PRNG.
rng = seedrandom();
console.log(rng()); // Reasonably unpredictable.
// Global PRNG: set Math.random.
seedrandom('hello.', { global: true });
console.log(Math.random()); // Always 0.9282578795792454
// Mixing accumulated entropy.
rng = seedrandom('added entropy.', { entropy: true });
console.log(rng()); // As unpredictable as added entropy.
Require.js usage
----------------
Similar to node.js usage:
bower install seedrandom
require(['seedrandom'], function(seedrandom) {
var rng = seedrandom('hello.');
console.log(rng()); // Always 0.9282578795792454
});
Network seeding via a script tag
--------------------------------
<script src=//cdnjs.cloudflare.com/ajax/libs/seedrandom/2.3.6/seedrandom.min.js>
</script>
<!-- Seeds using urandom bits from a server. -->
<script src=//jsonlib.appspot.com/urandom?callback=Math.seedrandom">
</script>
Examples of manipulating the seed for various purposes:
var seed = Math.seedrandom(); // Use prng with an automatic seed.
document.write(Math.random()); // Pretty much unpredictable x.
var rng = new Math.seedrandom(seed); // A new prng with the same seed.
document.write(rng()); // Repeat the 'unpredictable' x.
function reseed(event, count) { // Define a custom entropy collector.
var t = [];
function w(e) {
t.push([e.pageX, e.pageY, +new Date]);
if (t.length < count) { return; }
document.removeEventListener(event, w);
Math.seedrandom(t, { entropy: true });
}
document.addEventListener(event, w);
}
reseed('mousemove', 100); // Reseed after 100 mouse moves.
The "pass" option can be used to get both the prng and the seed.
The following returns both an autoseeded prng and the seed as an object,
without mutating Math.random:
var obj = Math.seedrandom(null, { pass: function(prng, seed) {
return { random: prng, seed: seed };
}});
Version notes
-------------
The random number sequence is the same as version 1.0 for string seeds.
* Version 2.0 changed the sequence for non-string seeds.
* Version 2.1 speeds seeding and uses window.crypto to autoseed if present.
* Version 2.2 alters non-crypto autoseeding to sweep up entropy from plugins.
* Version 2.3 adds support for "new", module loading, and a null seed arg.
* Version 2.3.1 adds a build environment, module packaging, and tests.
* Version 2.3.4 fixes bugs on IE8, and switches to MIT license.
* Version 2.3.6 adds a readable options object argument.
The standard ARC4 key scheduler cycles short keys, which means that
seedrandom('ab') is equivalent to seedrandom('abab') and 'ababab'.
Therefore it is a good idea to add a terminator to avoid trivial
equivalences on short string seeds, e.g., Math.seedrandom(str + '\0').
Starting with version 2.0, a terminator is added automatically for
non-string seeds, so seeding with the number 111 is the same as seeding
with '111\0'.
When seedrandom() is called with zero args or a null seed, it uses a
seed drawn from the browser crypto object if present. If there is no
crypto support, seedrandom() uses the current time, the native rng,
and a walk of several DOM objects to collect a few bits of entropy.
Each time the one- or two-argument forms of seedrandom are called,
entropy from the passed seed is accumulated in a pool to help generate
future seeds for the zero- and two-argument forms of seedrandom.
On speed - This javascript implementation of Math.random() is several
times slower than the built-in Math.random() because it is not native
code, but that is typically fast enough. Some details (timings on
Chrome 25 on a 2010 vintage macbook):
* seeded Math.random() - avg less than 0.0002 milliseconds per call
* seedrandom('explicit.') - avg less than 0.2 milliseconds per call
* seedrandom('explicit.', true) - avg less than 0.2 milliseconds per call
* seedrandom() with crypto - avg less than 0.2 milliseconds per call
Autoseeding without crypto is somewhat slower, about 20-30 milliseconds on
a 2012 windows 7 1.5ghz i5 laptop, as seen on Firefox 19, IE 10, and Opera.
Seeded rng calls themselves are fast across these browsers, with slowest
numbers on Opera at about 0.0005 ms per seeded Math.random().
LICENSE (MIT)
-------------
Copyright (c)2014 David Bau.
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* All code is in an anonymous closure to keep the global namespace clean.
*/
(function (
global, pool, math, width, chunks, digits, module, define, rngname) {
//
// The following constants are related to IEEE 754 limits.
//
var startdenom = math.pow(width, chunks),
significance = math.pow(2, digits),
overflow = significance * 2,
mask = width - 1,
//
// seedrandom()
// This is the seedrandom function described above.
//
impl = math['seed' + rngname] = function(seed, options, callback) {
var key = [];
options = (options == true) ? { entropy: true } : (options || {});
// Flatten the seed string or build one from local entropy if needed.
var shortseed = mixkey(flatten(
options.entropy ? [seed, tostring(pool)] :
(seed == null) ? autoseed() : seed, 3), key);
// Use the seed to initialize an ARC4 generator.
var arc4 = new ARC4(key);
// Mix the randomness into accumulated entropy.
mixkey(tostring(arc4.S), pool);
// Calling convention: what to return as a function of prng, seed, is_math.
return (options.pass || callback ||
// If called as a method of Math (Math.seedrandom()), mutate Math.random
// because that is how seedrandom.js has worked since v1.0. Otherwise,
// it is a newer calling convention, so return the prng directly.
function(prng, seed, is_math_call) {
if (is_math_call) { math[rngname] = prng; return seed; }
else return prng;
})(
// This function returns a random double in [0, 1) that contains
// randomness in every bit of the mantissa of the IEEE 754 value.
function() {
var n = arc4.g(chunks), // Start with a numerator n < 2 ^ 48
d = startdenom, // and denominator d = 2 ^ 48.
x = 0; // and no 'extra last byte'.
while (n < significance) { // Fill up all significant digits by
n = (n + x) * width; // shifting numerator and
d *= width; // denominator and generating a
x = arc4.g(1); // new least-significant-byte.
}
while (n >= overflow) { // To avoid rounding up, before adding
n /= 2; // last byte, shift everything
d /= 2; // right using integer math until
x >>>= 1; // we have exactly the desired bits.
}
return (n + x) / d; // Form the number within [0, 1).
}, shortseed, 'global' in options ? options.global : (this == math));
};
//
// ARC4
//
// An ARC4 implementation. The constructor takes a key in the form of
// an array of at most (width) integers that should be 0 <= x < (width).
//
// The g(count) method returns a pseudorandom integer that concatenates
// the next (count) outputs from ARC4. Its return value is a number x
// that is in the range 0 <= x < (width ^ count).
//
/** @constructor */
function ARC4(key) {
var t, keylen = key.length,
me = this, i = 0, j = me.i = me.j = 0, s = me.S = [];
// The empty key [] is treated as [0].
if (!keylen) { key = [keylen++]; }
// Set up S using the standard key scheduling algorithm.
while (i < width) {
s[i] = i++;
}
for (i = 0; i < width; i++) {
s[i] = s[j = mask & (j + key[i % keylen] + (t = s[i]))];
s[j] = t;
}
// The "g" method returns the next (count) outputs as one number.
(me.g = function(count) {
// Using instance members instead of closure state nearly doubles speed.
var t, r = 0,
i = me.i, j = me.j, s = me.S;
while (count--) {
t = s[i = mask & (i + 1)];
r = r * width + s[mask & ((s[i] = s[j = mask & (j + t)]) + (s[j] = t))];
}
me.i = i; me.j = j;
return r;
// For robust unpredictability discard an initial batch of values.
// See http://www.rsa.com/rsalabs/node.asp?id=2009
})(width);
}
//
// flatten()
// Converts an object tree to nested arrays of strings.
//
function flatten(obj, depth) {
var result = [], typ = (typeof obj), prop;
if (depth && typ == 'object') {
for (prop in obj) {
try { result.push(flatten(obj[prop], depth - 1)); } catch (e) {}
}
}
return (result.length ? result : typ == 'string' ? obj : obj + '\0');
}
//
// mixkey()
// Mixes a string seed into a key that is an array of integers, and
// returns a shortened string seed that is equivalent to the result key.
//
function mixkey(seed, key) {
var stringseed = seed + '', smear, j = 0;
while (j < stringseed.length) {
key[mask & j] =
mask & ((smear ^= key[mask & j] * 19) + stringseed.charCodeAt(j++));
}
return tostring(key);
}
//
// autoseed()
// Returns an object for autoseeding, using window.crypto if available.
//
/** @param {Uint8Array|Navigator=} seed */
function autoseed(seed) {
try {
global.crypto.getRandomValues(seed = new Uint8Array(width));
return tostring(seed);
} catch (e) {
return [+new Date, global, (seed = global.navigator) && seed.plugins,
global.screen, tostring(pool)];
}
}
//
// tostring()
// Converts an array of charcodes to a string
//
function tostring(a) {
return String.fromCharCode.apply(0, a);
}
//
// When seedrandom.js is loaded, we immediately mix a few bits
// from the built-in RNG into the entropy pool. Because we do
// not want to intefere with determinstic PRNG state later,
// seedrandom will not call math.random on its own again after
// initialization.
//
mixkey(math[rngname](), pool);
//
// Nodejs and AMD support: export the implemenation as a module using
// either convention.
//
if (module && module.exports) {
module.exports = impl;
} else if (define && define.amd) {
define(function() { return impl; });
}
// End anonymous scope, and pass initial values.
})(
this, // global window object
[], // pool: entropy pool starts empty
Math, // math: package containing random, pow, and seedrandom
256, // width: each RC4 output is 0 <= x < 256
6, // chunks: at least six RC4 outputs for each double
52, // digits: there are 52 significant digits in a double
(typeof module) == 'object' && module, // present in node.js
(typeof define) == 'function' && define, // present with an AMD loader
'random'// rngname: name for Math.random and Math.seedrandom
);
},{}],8:[function(require,module,exports){
(function (global){
/**
* @license
* Lo-Dash 2.4.1 (Custom Build) lodash.com/license | Underscore.js 1.5.2 underscorejs.org/LICENSE
* Build: `lodash exports="commonjs" include="assign,clone,filter,each,map,random,reduce,some"`
*/
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1
dist/terra.min.js vendored

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@ -1,75 +0,0 @@
var gulp = require('gulp');
var $ = require('gulp-load-plugins')({lazy: false});
var source = require('vinyl-source-stream');
var browserify = require('browserify');
var argv = require('minimist')(process.argv.slice(2));
var paths = {
app: {
entry: './app/main.js',
all: './app/**/*.js',
ext: ['./bower_components/**/*.js', './lodash_custom/**/*.js']
},
demo: {
entry: ['./demo/scripts/main.js'],
scripts: ['./demo/scripts/**/*.js'],
stylesheets: ['./demo/stylesheets/**/*.css', './demo/stylesheets/**/*.sass'],
extras: ['./*.{png,ico,txt,xml}']
},
dist: {
scripts: './dist',
demo: './'
},
tests: './tests'
};
gulp.task('lint', function() {
return gulp.src(paths.app.all)
.pipe($.jshint())
.pipe($.jshint.reporter('default'));
});
gulp.task('test', function() {
return gulp.src(paths.tests)
.pipe( $.mocha( { reporter: 'spec' } ) )
});
gulp.task('scripts', ['lint'], function() {
return browserify(paths.app.entry, {
debug: argv.debug,
standalone: 'terra'
})
.bundle()
.pipe(source('terra.js'))
.pipe(gulp.dest(paths.dist.scripts))
.pipe($.rename('terra.min.js'))
.pipe($.streamify( $.uglify() ))
.pipe(gulp.dest(paths.dist.scripts))
});
gulp.task('demo', function() {
return browserify(paths.demo.entry, {
debug: argv.debug
})
.bundle()
.pipe(source('terra.demo.min.js'))
.pipe($.streamify( $.uglify() ))
.pipe(gulp.dest(paths.dist.demo))
});
gulp.task('sass', function () {
return gulp.src(paths.demo.stylesheets)
.pipe($.rubySass())
.pipe($.autoprefixer())
.pipe($.minifyCss())
.pipe(gulp.dest(paths.dist.demo))
});
gulp.task('watch', function() {
gulp.watch([paths.app.all, paths.app.ext], ['lint', 'scripts']);
gulp.watch(paths.demo.scripts, ['demo']);
gulp.watch(paths.demo.stylesheets, ['sass']);
});
gulp.task( 'default', [ 'lint', 'scripts', 'demo', 'sass', 'watch' ] );

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@ -99,8 +99,6 @@ ex1.populate([['firstCreature', 40], ['secondCreature', 20]]);</pre>
</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="bower_components/smooth-scroll.js/dist/js/bind-polyfill.min.js"></script>
<script src="bower_components/smooth-scroll.js/dist/js/smooth-scroll.min.js"></script>
<script src="terra.demo.min.js"></script>
</body>
</html>

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@ -1,24 +0,0 @@
/**
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* Lo-Dash 2.4.1 (Custom Build) lodash.com/license | Underscore.js 1.5.2 underscorejs.org/LICENSE
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{
"name": "terra",
"version": "0.0.2-alpha",
"description": "A JavaScript framework for simple biological simulations and cellular automata.",
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// Big TODO...