mirror of
https://github.com/rileyjshaw/terra.git
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v0.0.2-alpha
This commit is contained in:
parent
e261f14635
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7
.gitignore
vendored
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7
.gitignore
vendored
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.sass-cache
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demo
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bower_components
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node_modules
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index.html
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main.css
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terra.demo.min.js
|
21
LICENSE
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21
LICENSE
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@ -0,0 +1,21 @@
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The MIT License (MIT)
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Copyright (c) 2014 rileyjshaw
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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||||
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:
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||||
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||||
The above copyright notice and this permission notice shall be included in all
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||||
copies or substantial portions of the Software.
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||||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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170
app/creature.js
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170
app/creature.js
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var _ = require('./util.js');
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// abstract factory that adds a superclass of baseCreature
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var creatureFactory = (function () {
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function baseCreature() {
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this.age = 0;
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}
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baseCreature.prototype.initialEnergy = 50;
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baseCreature.prototype.maxEnergy = 100;
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baseCreature.prototype.metabolism = 0.7;
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baseCreature.prototype.size = 50;
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baseCreature.prototype.speed = 1;
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baseCreature.prototype.vision = 1;
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baseCreature.prototype.sustainability = 2;
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// used as percentages of maxEnergy
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baseCreature.prototype.reproduceLv = 0.70;
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baseCreature.prototype.moveLv = 0.20;
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baseCreature.prototype.boundEnergy = function() {
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if (this.energy > this.maxEnergy)
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this.energy = this.maxEnergy;
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};
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baseCreature.prototype.isDead = function() {
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return this.energy <= 0;
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};
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baseCreature.prototype.reproduce = function (neighbors) {
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var spots = _.filter(neighbors, function (spot) {
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return !spot.creature;
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});
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if (spots.length) {
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var step = spots[_.random(spots.length - 1)];
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var coords = step.coords;
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var creature = creatureFactory.make(this.type);
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var successFn = (function () {
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this.energy -= this.initialEnergy;
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return true;
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}).bind(this);
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var failureFn = this.wait;
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return {
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x: coords.x,
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y: coords.y,
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creature: creature,
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successFn: successFn,
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failureFn: failureFn
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};
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} else return false;
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};
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baseCreature.prototype.move = function (neighbors) {
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var creature = this;
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// first, look for creatures to eat
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var spots = _.filter(neighbors, (function (spot) {
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return spot.creature.size < this.size;
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}).bind(this));
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// if there's not enough food, try to move
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if (spots.length < this.sustainability) {
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spots = _.filter(neighbors, function (spot) {
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return !spot.creature;
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});
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}
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// if we've got a spot to move to...
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if (spots.length) {
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// ...pick one
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var step = spots[_.random(spots.length - 1)];
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var coords = step.coords;
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var successFn = (function () {
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var foodEnergy = step.creature.energy * this.metabolism;
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this.energy = this.energy + (foodEnergy || -10);
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// clear the original location
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return false;
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}).bind(this);
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return {
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x: coords.x,
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y: coords.y,
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creature: creature,
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successFn: successFn
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};
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} else return false;
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};
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baseCreature.prototype.wait = function (neighbors) {
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this.energy -= 5;
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return true;
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};
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baseCreature.prototype.queue = function (neighbors) {
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var step = {};
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var maxEnergy = this.maxEnergy;
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if (this.energy > this.maxEnergy * this.reproduceLv && this.reproduce) {
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step = this.reproduce(neighbors);
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} else if (this.energy > this.moveLv && this.move) {
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step = this.move(neighbors);
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}
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var creature = step.creature;
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if (creature) {
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creature.successFn = step.successFn || creature.wait;
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creature.failureFn = step.failureFn || creature.wait;
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return {
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x: step.x,
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y: step.y,
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creature: creature
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};
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} else return false;
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};
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// Storage for our creature types
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var types = {};
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return {
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make: function (type, options) {
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var Creature = types[type];
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return (Creature ? new Creature(options) : false);
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},
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register: function (options, init) {
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// required attributes
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var type = options.type;
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var color = options.color;
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// only register classes that fulfill the creature contract
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if (typeof type === 'string' &&
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typeof types[type] === 'undefined' &&
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typeof color === 'object' &&
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color.length === 3) {
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// set the constructor, including init if it's defined
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if (typeof init === 'function') {
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types[type] = function () {
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this.energy = this.initialEnergy;
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init.call(this);
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};
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} else {
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types[type] = function () {
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this.energy = this.initialEnergy;
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};
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}
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types[type].prototype = new baseCreature();
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types[type].prototype.constructor = types[type];
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_.each(options, function(value, key) {
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types[type].prototype[key] = value;
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});
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types[type].prototype.successFn = types[type].wait;
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types[type].prototype.failureFn = types[type].wait;
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types[type].prototype.energy = options.initialEnergy;
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return true;
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} else return false;
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}
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};
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})();
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module.exports = creatureFactory;
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25
app/display.js
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25
app/display.js
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var _ = require('./util.js');
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module.exports = function(canvas, grid, cellSize) {
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var ctx = canvas.getContext('2d');
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ctx.font = 'bold ' + cellSize + 'px Arial';
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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_.each(grid, function (column, x) {
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_.each(column, function (creature, y) {
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if (creature) {
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var color = creature.colorFn ?
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creature.colorFn() :
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creature.color + ',' + creature.energy / creature.maxEnergy;
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ctx.fillStyle = 'rgba(' + color + ')';
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if (creature.character) {
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ctx.fillText(creature.character, x * cellSize, y * cellSize + cellSize);
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} else {
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ctx.fillRect(x * cellSize, y * cellSize, cellSize, cellSize);
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}
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}
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});
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});
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};
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41
app/dom.js
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41
app/dom.js
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// Creates an HD canvas element on page and
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// returns a reference to the element
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var createCanvasElement = function (width, height, id, insertAfter) {
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// Creates a scaled-up canvas based on the device's
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// resolution, then displays it properly using styles
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function createHDCanvas (ratio) {
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var canvas = document.createElement('canvas');
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// Creates a dummy canvas to test device's pixel ratio
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ratio = (function () {
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var context = document.createElement('canvas').getContext('2d');
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var dpr = window.devicePixelRatio || 1;
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var bsr = context.webkitBackingStorePixelRatio ||
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context.mozBackingStorePixelRatio ||
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context.msBackingStorePixelRatio ||
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context.oBackingStorePixelRatio ||
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context.backingStorePixelRatio || 1;
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return dpr / bsr;
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})();
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canvas.width = width * ratio;
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canvas.height = height * ratio;
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canvas.style.width = width + 'px';
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canvas.style.height = height + 'px';
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canvas.getContext('2d').setTransform(ratio, 0, 0, ratio, 0, 0);
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canvas.id = id;
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return canvas;
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}
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var canvas = createHDCanvas();
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if (insertAfter) insertAfter.parentNode.insertBefore(canvas, insertAfter.nextSibling);
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else document.body.appendChild(canvas);
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return canvas;
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};
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module.exports = {
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createCanvasElement: createCanvasElement
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};
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7
app/main.js
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7
app/main.js
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var Terrarium = require('./terrarium.js');
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var creatureFactory = require('./creature.js');
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module.exports = {
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Terrarium: Terrarium,
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creatureFactory: creatureFactory
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};
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153
app/terrarium.js
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153
app/terrarium.js
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var _ = require('./util');
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var creatureFactory = require('./creature.js');
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var display = require('./display.js');
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var dom = require('./dom.js');
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function Terrarium(width, height, id, cellSize, insertAfter) {
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this.width = width;
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this.height = height;
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this.cellSize = cellSize || 10;
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this.grid = [];
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this.canvas = dom.createCanvasElement(width * cellSize, height * cellSize, id, insertAfter);
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}
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Terrarium.prototype.populate = function (creatures, grid) {
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function pickCreature(accum, creature) {
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var percentage = accum + creature[1];
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if (!current && percentage > rand) {
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current = creatureFactory.make(creature[0]);
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}
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return percentage;
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}
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var current, rand = 0;
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if (!grid) grid = this.grid;
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for (var x = this.width; x--;) {
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grid[x] = [];
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// populate the array with creatures if provided,
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// otherwise leave it sparse
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if (creatures) {
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for (var y = this.height; y--;) {
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current = false;
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rand = _.random(99, true);
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_.reduce(creatures, pickCreature, 0);
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grid[x].push(current);
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}
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}
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}
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};
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Terrarium.prototype.step = function(steps) {
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function copyAndRemoveInner (origCreature) {
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if (origCreature) {
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var copy = _.assign(new (origCreature.constructor)(), origCreature);
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return copy.isDead() ? false : copy;
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} else return false;
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}
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function copyAndRemove (origCols) {
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return _.map(origCols, copyAndRemoveInner);
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}
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function zipCoordsWithNeighbors (coords) {
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return {
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coords: coords,
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creature: oldGrid[coords.x][coords.y]
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};
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}
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function processLoser (loser) {
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var loserCreature = loser.creature;
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if (loserCreature) {
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loserCreature.failureFn();
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loserCreature.boundEnergy();
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} else {
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loser.wait();
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loser.boundEnergy();
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}
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}
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function processCreaturesInner (creature, x, y) {
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if (creature) {
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var neighbors = _.map(
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_.getNeighborCoords(x, y, gridWidth - 1, gridHeight - 1, creature.vision),
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zipCoordsWithNeighbors
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);
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var result = creature.queue(neighbors);
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if (result) {
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var eigenColumn = eigenGrid[result.x];
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if (!eigenColumn[result.y]) eigenColumn[result.y] = [];
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eigenColumn[result.y].push({
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x: x,
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||||
y: y,
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creature: result.creature
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});
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} else {
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processLoser(creature);
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}
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}
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}
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function processCreatures (column, x) {
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_.each(column, function (creature, y) { processCreaturesInner(creature, x, y); });
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}
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function pickWinnerInner (superposition, x, y) {
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if (superposition) {
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var winner = superposition.splice(_.random(superposition.length - 1), 1)[0];
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var winnerCreature = winner.creature;
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// clear the original creature's square if successFn returns false
|
||||
if (winnerCreature.successFn() === false) {
|
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newGrid[winner.x][winner.y] = false;
|
||||
}
|
||||
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||||
winnerCreature.boundEnergy();
|
||||
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// put the winner in its rightful place
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newGrid[x][y] = winnerCreature;
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// ...and call wait() on the losers. We can do this without
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// affecting temporal consistency because all callbacks have
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// already been created with prior conditions
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_.each(superposition, processLoser);
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||||
}
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||||
}
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||||
|
||||
function pickWinner (column, x) {
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_.each(column, function (superposition, y) { pickWinnerInner(superposition, x, y); });
|
||||
}
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||||
var gridWidth = this.width;
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||||
var gridHeight = this.height;
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var oldGrid = this.grid, newGrid, eigenGrid;
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||||
if (typeof steps !== 'number') steps = 1;
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||||
|
||||
while (steps--) {
|
||||
oldGrid = newGrid ? _.clone(newGrid) : this.grid;
|
||||
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||||
// 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);
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||||
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||||
// 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() {
|
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display(this.canvas, this.grid, this.cellSize);
|
||||
};
|
||||
|
||||
module.exports = Terrarium;
|
38
app/util.js
Normal file
38
app/util.js
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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 = _;
|
38
bower.json
Normal file
38
bower.json
Normal file
@ -0,0 +1,38 @@
|
||||
{
|
||||
"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"
|
||||
}
|
||||
}
|
7319
dist/all.js
vendored
7319
dist/all.js
vendored
File diff suppressed because it is too large
Load Diff
2
dist/all.min.js
vendored
2
dist/all.min.js
vendored
File diff suppressed because one or more lines are too long
1
dist/all.min.js.map
vendored
1
dist/all.min.js.map
vendored
File diff suppressed because one or more lines are too long
1
dist/main.css
vendored
1
dist/main.css
vendored
@ -1 +0,0 @@
|
||||
body{text-align:center}p{display:inline-block}span{float:left;font-family:monospace;white-space:pre}
|
849
dist/terra.js
vendored
Executable file
849
dist/terra.js
vendored
Executable file
@ -0,0 +1,849 @@
|
||||
!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"`
|
||||
*/
|
||||
;(function(){function n(n){return typeof n.toString!="function"&&typeof(n+"")=="string"}function t(n){n.length=0,S.length<C&&S.push(n)}function e(n,t){var e;t||(t=0),typeof e=="undefined"&&(e=n?n.length:0);var r=-1;e=e-t||0;for(var o=Array(0>e?0:e);++r<e;)o[r]=n[t+r];return o}function r(){}function o(n){function t(){if(o){var n=e(o);at.apply(n,arguments)}if(this instanceof t){var c=a(r.prototype),n=r.apply(c,n||arguments);return h(n)?n:c}return r.apply(u,n||arguments)}var r=n[0],o=n[2],u=n[4];return dt(t,n),t
|
||||
}function u(r,o,a,c,i){if(a){var l=a(r);if(typeof l!="undefined")return l}if(!h(r))return r;var f=tt.call(r);if(!G[f]||!bt.nodeClass&&n(r))return r;var p=ht[f];switch(f){case R:case L:return new p(+r);case T:case M:return new p(r);case K:return l=p(r.source,D.exec(r)),l.lastIndex=r.lastIndex,l}if(f=mt(r),o){var s=!c;c||(c=S.pop()||[]),i||(i=S.pop()||[]);for(var g=c.length;g--;)if(c[g]==r)return i[g];l=f?p(r.length):{}}else l=f?e(r):xt({},r);return f&&(ut.call(r,"index")&&(l.index=r.index),ut.call(r,"input")&&(l.input=r.input)),o?(c.push(r),i.push(l),(f?_t:St)(r,function(n,t){l[t]=u(n,o,a,c,i)
|
||||
}),s&&(t(c),t(i)),l):l}function a(n){return h(n)?ft(n):{}}function c(n,t,e){if(typeof n!="function")return _;if(typeof t=="undefined"||!("prototype"in n))return n;var r=n.__bindData__;if(typeof r=="undefined"&&(bt.funcNames&&(r=!n.name),r=r||!bt.funcDecomp,!r)){var o=ot.call(n);bt.funcNames||(r=!P.test(o)),r||(r=F.test(o),dt(n,r))}if(false===r||true!==r&&1&r[1])return n;switch(e){case 1:return function(e){return n.call(t,e)};case 2:return function(e,r){return n.call(t,e,r)};case 3:return function(e,r,o){return n.call(t,e,r,o)
|
||||
};case 4:return function(e,r,o,u){return n.call(t,e,r,o,u)}}return w(n,t)}function i(n){function t(){var n=p?l:this;if(u){var b=e(u);at.apply(b,arguments)}return(c||g)&&(b||(b=e(arguments)),c&&at.apply(b,c),g&&b.length<f)?(o|=16,i([r,y?o:-4&o,b,null,l,f])):(b||(b=arguments),s&&(r=n[v]),this instanceof t?(n=a(r.prototype),b=r.apply(n,b),h(b)?b:n):r.apply(n,b))}var r=n[0],o=n[1],u=n[2],c=n[3],l=n[4],f=n[5],p=1&o,s=2&o,g=4&o,y=8&o,v=r;return dt(t,n),t}function l(e,r,o,u,a,c){if(o){var i=o(e,r);if(typeof i!="undefined")return!!i
|
||||
}if(e===r)return 0!==e||1/e==1/r;if(e===e&&!(e&&H[typeof e]||r&&H[typeof r]))return false;if(null==e||null==r)return e===r;var f=tt.call(e),p=tt.call(r);if(f==B&&(f=z),p==B&&(p=z),f!=p)return false;switch(f){case R:case L:return+e==+r;case T:return e!=+e?r!=+r:0==e?1/e==1/r:e==+r;case K:case M:return e==r+""}if(p=f==N,!p){var s=ut.call(e,"__wrapped__"),h=ut.call(r,"__wrapped__");if(s||h)return l(s?e.__wrapped__:e,h?r.__wrapped__:r,o,u,a,c);if(f!=z||!bt.nodeClass&&(n(e)||n(r)))return false;if(f=!bt.argsObject&&g(e)?Object:e.constructor,s=!bt.argsObject&&g(r)?Object:r.constructor,f!=s&&!(y(f)&&f instanceof f&&y(s)&&s instanceof s)&&"constructor"in e&&"constructor"in r)return false
|
||||
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try{bt.nodeClass=!(tt.call(document)==z&&!({toString:0}+""))}catch(o){bt.nodeClass=true}}(1),ft||(a=function(){function n(){}return function(t){if(h(t)){n.prototype=t;var e=new n;n.prototype=null}return e||V.Object()}}());var dt=lt?function(n,t){J.value=t,lt(n,"__bindData__",J)}:x;bt.argsClass||(g=function(n){return n&&typeof n=="object"&&typeof n.length=="number"&&ut.call(n,"callee")&&!ct.call(n,"callee")||false});var mt=pt||function(n){return n&&typeof n=="object"&&typeof n.length=="number"&&tt.call(n)==N||false
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||||
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||||
},{}]},{},[1])(1)
|
||||
});
|
1
dist/terra.min.js
vendored
Executable file
1
dist/terra.min.js
vendored
Executable file
File diff suppressed because one or more lines are too long
95
gulpfile.js
95
gulpfile.js
@ -1,56 +1,75 @@
|
||||
var
|
||||
gulp = require('gulp'),
|
||||
jshint = require('gulp-jshint'),
|
||||
mocha = require('gulp-mocha'),
|
||||
stripDebug = require('gulp-strip-debug'),
|
||||
concat = require('gulp-concat'),
|
||||
uglify = require('gulp-uglify'),
|
||||
rename = require('gulp-rename');
|
||||
sass = require('gulp-ruby-sass'),
|
||||
autoprefixer = require('gulp-autoprefixer'),
|
||||
minifyCSS = require('gulp-minify-css');
|
||||
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 = {
|
||||
src: {
|
||||
firstScripts: [ 'node_modules/lodash/lodash.js', 'scripts/terra.js', 'scripts/terra.util.js' ],
|
||||
scripts: 'scripts/*.js',
|
||||
tests: 'tests/*.js',
|
||||
stylesheets: 'stylesheets/*.sass'
|
||||
}
|
||||
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.src.scripts)
|
||||
.pipe(jshint())
|
||||
.pipe(jshint.reporter('default'));
|
||||
return gulp.src(paths.app.all)
|
||||
.pipe($.jshint())
|
||||
.pipe($.jshint.reporter('default'));
|
||||
});
|
||||
|
||||
gulp.task('test', function() {
|
||||
return gulp.src(paths.src.tests)
|
||||
.pipe( mocha( { reporter: 'spec' } ) )
|
||||
return gulp.src(paths.tests)
|
||||
.pipe( $.mocha( { reporter: 'spec' } ) )
|
||||
});
|
||||
|
||||
gulp.task('scripts', function() {
|
||||
return gulp.src( [ paths.src.firstScripts[0], paths.src.firstScripts[1], paths.src.firstScripts[2], paths.src.scripts ] )
|
||||
.pipe(stripDebug())
|
||||
.pipe(concat('all.js'))
|
||||
.pipe(gulp.dest('dist'))
|
||||
.pipe(rename('all.min.js'))
|
||||
.pipe(uglify( { outSourceMap: true } ))
|
||||
.pipe(gulp.dest('dist'));
|
||||
gulp.task('scripts', ['lint'], function() {
|
||||
return browserify(paths.app.entry, {
|
||||
debug: argv.debug,
|
||||
standalone: 'terra'
|
||||
})
|
||||
.bundle()
|
||||
.pipe(source('terra.js'))
|
||||
.pipe(gulp.dest(paths.dist.scripts))
|
||||
.pipe($.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( $.uglify() ))
|
||||
.pipe(gulp.dest(paths.dist.demo))
|
||||
});
|
||||
|
||||
gulp.task('sass', function () {
|
||||
return gulp.src(paths.src.stylesheets)
|
||||
.pipe(sass())
|
||||
.pipe(autoprefixer())
|
||||
.pipe(minifyCSS())
|
||||
.pipe(gulp.dest('dist'))
|
||||
return gulp.src(paths.demo.stylesheets)
|
||||
.pipe($.rubySass())
|
||||
.pipe($.autoprefixer())
|
||||
.pipe($.minifyCss())
|
||||
.pipe(gulp.dest(paths.dist.demo))
|
||||
});
|
||||
|
||||
gulp.task('watch', function() {
|
||||
gulp.watch(paths.src.scripts, ['lint', 'scripts']);
|
||||
gulp.watch(paths.src.stylesheets, ['sass']);
|
||||
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', 'sass', 'watch' ] );
|
||||
gulp.task( 'default', [ 'lint', 'scripts', 'demo', 'sass', 'watch' ] );
|
||||
|
102
index.html
102
index.html
@ -2,11 +2,105 @@
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<title>Awesome Terrarium!</title>
|
||||
<link rel="stylesheet" href="dist/main.css">
|
||||
<title>terra.js</title>
|
||||
<link rel="stylesheet" href="main.css">
|
||||
<link href='http://fonts.googleapis.com/css?family=Open+Sans:400,700' rel='stylesheet' type='text/css'>
|
||||
</head>
|
||||
<body>
|
||||
<p id='terra'>Life</p>
|
||||
<script src="dist/all.min.js"></script>
|
||||
<div class="fullPage splash">
|
||||
<div class="vcent"></div>
|
||||
<header id="header">
|
||||
<h1>terra.js <span>alpha</span></h1>
|
||||
<p>A JavaScript framework for simple biological simulations and cellular automata.</p>
|
||||
<a data-scroll href="#main" class="downArrow">⬇</a>
|
||||
</header>
|
||||
</div>
|
||||
|
||||
<nav>
|
||||
<ul>
|
||||
<li><a data-scroll href="#usage">Usage</a></li>
|
||||
<li><a data-scroll href="#examples">Examples</a></li>
|
||||
<li><a data-scroll href="#options">Options</a></li>
|
||||
<li><a data-scroll href="#methods">Methods</a></li>
|
||||
<li><a data-scroll href="#events">Events</a></li>
|
||||
<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>
|
||||
<p>terra is still in Alpha version, which means...</p>
|
||||
<h2 id="usage">Usage</h2>
|
||||
<p>To get started, we'll create a simple creature using the creatureFactory. Each creature requires a type and a color.</p>
|
||||
<pre>creatureFactory.register({
|
||||
type: 'firstCreature',
|
||||
color: [220, 85, 79]
|
||||
});</pre>
|
||||
<p>This creature is valid, but it's just inheriting the default behaviours. To make a more interesting creature, let's override some of the default <a data-scroll href="#options">options</a> and <a data-scroll href="#methods">methods</a>.</p>
|
||||
<pre>creatureFactory.register({
|
||||
type: 'secondCreature',
|
||||
color: [41, 128, 185],
|
||||
metabolism: 1,
|
||||
sustainability: 3,
|
||||
reproduceLv: 0.60,
|
||||
etc...
|
||||
});</pre>
|
||||
<p>We've just created a creature that will ____.</p>
|
||||
<p>To run a simulation, we'll need to create an environment. Let's make a 25x25 grid and populate 40% of the space with our first creature and 20% with our second.</p>
|
||||
<pre>var ex1 = new Terrarium(25, 25, 'ex1');
|
||||
ex1.populate([['firstCreature', 40], ['secondCreature', 20]]);</pre>
|
||||
|
||||
|
||||
<h2 id="examples">Examples</h2>
|
||||
<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>
|
||||
<p>terra can also run cellular automata. </p>
|
||||
<pre><code>
|
||||
|
||||
</code></pre>
|
||||
|
||||
<h2 id="options">Options</h2>
|
||||
<p>The following options can be passed in an object to creatureFactory.register( ) as the first argument.</p>
|
||||
|
||||
<h3>Required</h3>
|
||||
<ul>
|
||||
<li>(string) type: </li>
|
||||
</ul>
|
||||
|
||||
<h3>Optional</h3>
|
||||
<ul>
|
||||
<li>(array) color: </li>
|
||||
<li>(int) initialEnergy: </li>
|
||||
<li>(int) maxEnergy: </li>
|
||||
<li>(int) metabolism: </li>
|
||||
<li>(int) size: </li>
|
||||
<li>(int) speed: </li>
|
||||
<li>(int) vision: </li>
|
||||
<li>(int) sustainability: 2</li>
|
||||
<li>(float) reproduceLv: 0.70</li>
|
||||
<li>(float) moveLv: 0.20</li>
|
||||
<li>(char) character: </li>
|
||||
</ul>
|
||||
|
||||
<h2 id="methods">Methods</h2>
|
||||
<ul>
|
||||
<li>queue</li>
|
||||
<li>reproduce</li>
|
||||
<li>move</li>
|
||||
<li>wait</li>
|
||||
<li>isDead</li>
|
||||
<li>boundEnergy</li>
|
||||
</ul>
|
||||
|
||||
<h2 id="events">Events</h2>
|
||||
<ul>
|
||||
<li>finished</li>
|
||||
</ul>
|
||||
|
||||
</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>
|
||||
|
2080
lodash_custom/lodash.custom.js
Normal file
2080
lodash_custom/lodash.custom.js
Normal file
File diff suppressed because it is too large
Load Diff
24
lodash_custom/lodash.custom.min.js
vendored
Normal file
24
lodash_custom/lodash.custom.min.js
vendored
Normal file
@ -0,0 +1,24 @@
|
||||
/**
|
||||
* @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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|
||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
35
package.json
35
package.json
@ -1,8 +1,8 @@
|
||||
{
|
||||
"name": "terra",
|
||||
"version": "0.0.2",
|
||||
"description": "A JavaScript framework for generating, analysing, and displaying simple biological interactions in an abstract, digital terrarium.",
|
||||
"main": "scripts/terra.js",
|
||||
"version": "0.0.2-alpha",
|
||||
"description": "A JavaScript framework for simple biological simulations and cellular automata.",
|
||||
"main": "dist/terra.min.js",
|
||||
"scripts": {
|
||||
"test": "echo \"Error: no test specified\" && exit 1"
|
||||
},
|
||||
@ -12,19 +12,24 @@
|
||||
"cellular",
|
||||
"automata"
|
||||
],
|
||||
"author": "rileyjshaw",
|
||||
"license": "BSD-2-Clause",
|
||||
"author": "rileyjshaw <i@rileyjshaw.com>",
|
||||
"license": "MIT",
|
||||
"devDependencies": {
|
||||
"gulp": "~3.5.2",
|
||||
"gulp-rename": "~1.1.0",
|
||||
"gulp-autoprefixer": "0.0.6",
|
||||
"gulp-uglify": "~0.2.1",
|
||||
"gulp-minify-css": "~0.3.0",
|
||||
"gulp-strip-debug": "~0.1.1",
|
||||
"gulp-jshint": "~1.4.2",
|
||||
"gulp-concat": "~2.1.7",
|
||||
"gulp-ruby-sass": "~0.3.1",
|
||||
"gulp-mocha": "~0.4.1"
|
||||
"gulp-rename": "~1.2.0",
|
||||
"gulp-concat": "~2.2.0",
|
||||
"gulp-ruby-sass": "~0.5.0",
|
||||
"gulp-uglify": "~0.3.1",
|
||||
"gulp-strip-debug": "~0.3.0",
|
||||
"gulp": "~3.8.5",
|
||||
"gulp-autoprefixer": "0.0.8",
|
||||
"gulp-jshint": "~1.6.4",
|
||||
"gulp-minify-css": "~0.3.6",
|
||||
"gulp-mocha": "~0.4.1",
|
||||
"minimist": "~0.2.0",
|
||||
"gulp-load-plugins": "~0.5.3",
|
||||
"vinyl-source-stream": "~0.1.1",
|
||||
"browserify": "~5.10.0",
|
||||
"gulp-streamify": "0.0.5"
|
||||
},
|
||||
"dependencies": {
|
||||
"lodash": "~2.4.1"
|
||||
|
@ -1,37 +0,0 @@
|
||||
// consider changing name, adding ability to pause, reset, etc.
|
||||
/*
|
||||
terra.create = function ( selector, map, fps, steps ) {
|
||||
|
||||
// Imports...
|
||||
Terrarium = terra.util.Terrarium;
|
||||
|
||||
if ( typeof selector !== 'string' ) {
|
||||
throw new Error( 'You need to pass an element selector (string) as the first argument of terra.create (received "' + selector + '")');
|
||||
}
|
||||
|
||||
map = map || terra.maps.mSmall( [ '*', 'C', ' ', '#' ] );
|
||||
fps = fps || 60;
|
||||
steps = steps || 1;
|
||||
|
||||
var startTick = function ( fn ) {
|
||||
var tick = function () {
|
||||
setTimeout( function () {
|
||||
fn();
|
||||
requestAnimationFrame( tick );
|
||||
}, 1000 / fps );
|
||||
};
|
||||
|
||||
requestAnimationFrame( tick );
|
||||
};
|
||||
|
||||
var level = new Terrarium( map, selector );
|
||||
|
||||
startTick( function () {
|
||||
for ( var i = steps; i; i-- ) {
|
||||
level.step();
|
||||
}
|
||||
level.toDom();
|
||||
});
|
||||
|
||||
};
|
||||
*/
|
@ -1,13 +0,0 @@
|
||||
;( function ( exports ) {
|
||||
|
||||
var creature = function ( config, my ) {
|
||||
var
|
||||
color = [ 230, 180, 25 ],
|
||||
instance = {},
|
||||
character = config.character,
|
||||
energy = config.energy || 20,
|
||||
speed = config.speed || 1;
|
||||
|
||||
};
|
||||
|
||||
})( terra.creatures = terra.creatures || {} );
|
@ -1,10 +0,0 @@
|
||||
;( function () {
|
||||
if ( typeof terra !== 'undefined' &&
|
||||
terra !== document.getElementsByName( 'terra' ) &&
|
||||
terra !== document.getElementById( 'terra' )
|
||||
) {
|
||||
throw 'Variable "terra" already exists, that\'s a problem.';
|
||||
} else {
|
||||
terra = {}; // global
|
||||
}
|
||||
} )();
|
@ -1,51 +0,0 @@
|
||||
/*;( function ( exports ) {
|
||||
|
||||
// Imports...
|
||||
randomElement = terra.util.randomElement;
|
||||
|
||||
var mGameOfLife =
|
||||
[ '############################',
|
||||
'# L #',
|
||||
'# L #',
|
||||
'# L #',
|
||||
'# #',
|
||||
'# L #',
|
||||
'# L #',
|
||||
'# LLL #',
|
||||
'# L #',
|
||||
'# L #',
|
||||
'# #',
|
||||
'############################' ];
|
||||
|
||||
var mapGen = function ( height, width, characters ) {
|
||||
var level = new Array('');
|
||||
for ( var col = height - 1; col >= 0; col--) {
|
||||
for ( var row = width - 1; row >= 0; row--) {
|
||||
if ( row == width - 1 ) {
|
||||
character = '';
|
||||
level[ col ] = '#';
|
||||
} else if ( !col || !row || col == height - 1 ) {
|
||||
character = '#';
|
||||
} else {
|
||||
character = randomElement( characters );
|
||||
}
|
||||
level[ col ] += character;
|
||||
}
|
||||
}
|
||||
return level;
|
||||
};
|
||||
|
||||
exports.mGameOfLife = mGameOfLife;
|
||||
exports.mSmall = function ( characters ) {
|
||||
return mapGen( 24, 48, characters );
|
||||
};
|
||||
exports.mMedium = function ( characters ) {
|
||||
return mapGen( 48, 96, characters );
|
||||
};
|
||||
exports.mBig = function ( characters ) {
|
||||
return mapGen( 56, 144, characters );
|
||||
};
|
||||
exports.mapGen = mapGen;
|
||||
|
||||
})( terra.maps = terra.maps || {} );
|
||||
*/
|
@ -1,25 +0,0 @@
|
||||
// Utility and helper functions
|
||||
;( function ( exports ) {
|
||||
|
||||
var arrayOfArrays = function ( height, width ) {
|
||||
var instance;
|
||||
|
||||
if ( typeof height !== 'number' || typeof width !== 'number' ) {
|
||||
throw 'Input error: arrayOfArrays() requires two numbers as inputs';
|
||||
}
|
||||
|
||||
instance = new Array( height );
|
||||
while( width-- ) {
|
||||
instance[ width ] = [];
|
||||
}
|
||||
|
||||
return instance;
|
||||
};
|
||||
|
||||
var grid = new arrayOfArrays(500, 800);
|
||||
|
||||
// grid.map
|
||||
|
||||
exports.grid = grid;
|
||||
|
||||
})( terra.util = terra.util || {} );
|
@ -1,10 +0,0 @@
|
||||
body
|
||||
text-align: center
|
||||
|
||||
p
|
||||
display: inline-block
|
||||
|
||||
span
|
||||
float: left
|
||||
font-family: monospace
|
||||
white-space: pre
|
@ -1,9 +1 @@
|
||||
var assert = require("assert")
|
||||
describe('Array', function(){
|
||||
describe('#indexOf()', function(){
|
||||
it('should return -1 when the value is not present', function(){
|
||||
assert.equal(-1, [1,2,3].indexOf(5));
|
||||
assert.equal(-1, [1,2,3].indexOf(0));
|
||||
})
|
||||
})
|
||||
})
|
||||
// Big TODO...
|
Loading…
Reference in New Issue
Block a user