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378 lines
16 KiB
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>terra.js</title>
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<link rel="stylesheet" href="main.css">
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<link href='http://fonts.googleapis.com/css?family=Open+Sans:400,700' rel='stylesheet' type='text/css'>
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</head>
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<body>
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<div class="fullPage splash">
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<div class="vcent"></div>
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<header id="header">
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<h1>terra.js <span>alpha</span></h1>
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<p>A JavaScript framework for simple biological simulations and cellular automata.</p>
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<a data-scroll href="#main" id="scroller1" class="downArrow">⬇</a>
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</header>
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</div>
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<nav>
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<ul>
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<li><a data-scroll href="#usage">Usage</a></li>
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<li><a data-scroll href="#examples">Examples</a></li>
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<li><a data-scroll href="#creatures">Creatures</a></li>
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<li><a data-scroll href="#terrarium">Terrarium</a></li>
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<li><a href="https://github.com/rileyjshaw/terra">GitHub</a></li>
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</ul>
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</nav>
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<div id="main" class="main">
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<p>terra is a <strong>super customizable</strong> framework for creating and analyzing biological simulations. It's open-source and licenced under MIT.</p>
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<h2 id="usage">Usage</h2>
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<h3>Including terra</h3>
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<p>Getting started is as easy as including the script!</p>
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<pre><code class="language-markup"><script src="path/to/terra.min.js"></script></code></pre>
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<p>terra can also be used as a module with most popular module systems: <a class="question" target="_blank" href="https://github.com/umdjs/umd">?</a></p>
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<pre><code class="language-javascript">// CommonJS
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var terra = require('./terra.min.js');
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// ...
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// AMD
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define(['./terra.min.js'] , function (terra) {
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return function () { //... };
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});
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// ...and if you're not using a module system, it'll be in
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window.terra;</code></pre>
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<p>If you manage dependencies with <a href="http://bower.io/">Bower</a>, you're in luck!</p>
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<pre><code class="language-bash">bower install terra</code></pre>
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<h3>Creating creatures</h3>
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<p>Let's create a simple creature using the creatureFactory. Each creature requires a type.</p>
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<pre><code class="language-javascript">terra.creatureFactory.register({
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type: 'firstCreature'
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});</code></pre>
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<p>This creature is valid, but it's pretty boring. To make a more interesting creature, let's override some of the default <a data-scroll href="#creatures">attributes and methods</a>.</p>
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<pre><code class="language-javascript">terra.creatureFactory.register({
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type: 'secondCreature',
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color: [120, 0, 240],
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sustainability: 6,
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reproduceLv: 1
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});</code></pre>
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<p>We've just created a purple creature that only eats if 6 or more plants are around it. These creatures basically seek out an edge or corner and die there.</p>
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<h3>Creating the environment</h3>
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<p>To run a simulation, we'll need to create an environment. Let's make a 25x25 grid, populate 10% of the space with our lonely purple creature, and fill the rest with simple plants.</p>
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<pre><code class="language-javascript">var ex1 = new terra.Terrarium(25, 25, 'ex1');
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ex1.populate([['secondCreature', 10], ['simplePlant', 90]]);</code></pre>
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<h3>Running a simulation</h3>
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<p>Terrariums have a few methods that allow you to interact with the simulation. Let's animate it and see how it does for the first 300 steps.</p>
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<pre id="ex1End"><code class="language-javascript">ex1.animate(300);</code></pre>
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<p>That's all there is to it! Though it's possible to generate complex behaviours by simply overriding default values, the real fun comes when you realize that <a data-scroll href="#customOptions">creatures are entirely customizable</a>.</p>
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<h2 id="examples">Examples</h2>
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<h3 id="gol">Conway's Game of Life <a class="question" target="_blank" href="http://en.wikipedia.org/wiki/Conway's_Game_of_Life">?</a></h3>
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<pre><code class="language-javascript">var gameOfLife = new terra.Terrarium(25, 25);
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terra.creatureFactory.register({
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type: 'GoL',
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colorFn: function () { return this.alive ? this.color + ',1' : '0,0,0,0'; },
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wait: function () {},
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isDead: function () { return false; },
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queue: function (neighbors) {
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var surrounding = _.filter(neighbors, function (spot) {
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return spot.creature.alive;
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}).length;
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this.alive = surrounding === 3 || surrounding === 2 && this.alive;
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return false;
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}
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}, function () {
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this.alive = Math.random() < 0.5;
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});
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gameOfLife.populate([['GoL', 100]]);
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gameOfLife.animate();</code></pre>
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<h3 id="cyclic">Cyclic Cellular Automaton <a class="question" target="_blank" href="http://en.wikipedia.org/wiki/Cyclic_cellular_automaton">?</a></h3>
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<pre><code class="language-javascript">var cyclic = new terra.Terrarium(100, 100);
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terra.creatureFactory.register({
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type: 'cyclic',
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colors: ['255,0,0,1', '255,96,0,1', '255,191,0,1', '223,255,0,1', '128,255,0,1', '32,255,0,1', '0,255,64,1', '0,255,159,1', '0,255,255,1', '0,159,255,1', '0,64,255,1', '32,0,255,1', '127,0,255,1', '223,0,255,1', '255,0,191,1', '255,0,96,1'],
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colorFn: function () { return this.colors[this.state];},
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wait: function () {},
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isDead: function () { return false; },
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queue: function (neighbors) {
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var next = (this.state + 1) % 16;
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var changing = _.some(neighbors, function (spot) {
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return spot.creature.state === next;
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});
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if (changing) this.state = next;
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}
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}, function () {
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this.state = Math.floor(Math.random() * 16);
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});
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cyclic.populate([['cyclic', 100]]);
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cyclic.animate();</code></pre>
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<h3 id="brutesAndBullies">Brutes and Bullies</h3>
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<pre><code class="language-javascript">// the demo running at the top of this page
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var paTerrarium = new terra.Terrarium(25, 25);
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terra.creatureFactory.register({
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type: 'plant',
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color: [0, 120, 0],
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size: 10,
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initialEnergy: 5,
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maxEnergy: 20,
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wait: function() {
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// photosynthesis :)
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this.energy += 1;
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},
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move: false,
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reproduceLv: 0.65
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});
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creatureFactory.register({
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type: 'brute',
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color: [0, 255, 255],
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maxEnergy: 50,
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initialEnergy: 10,
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size: 20
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});
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creatureFactory.register({
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type: 'bully',
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color: [241, 196, 15],
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initialEnergy: 20,
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reproduceLv: 0.6,
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sustainability: 3
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});
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paTerrarium.populate([['plant', 50], ['brute', 5], ['bully', 5]]);
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paTerrarium.animate();</code></pre>
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<p>If you come up with a cool example, <a href="mailto:i@rileyjshaw.com">let me know</a>! I'll add it to this list and credit you.</p>
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<h2 id="creatures">Creatures</h2>
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<p>Creatures are registered with <pre><code class="language-javascript">terra.creatureFactory.register(options, init)</code></pre></p>
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<p>The following methods and attributes can be passed in an object as the first argument:</p>
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<h3 id="creatureOptions">Required</h3>
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<ul class="defaults">
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<li>
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<h4><span class="token keyword">string</span> type</h4>
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<p>Creature type, to be used later in <a data-scroll href="#terrariumMethods" class="token function">populate( )</a>.</p>
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</li>
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</ul>
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<h3>Optional</h3>
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<ul class="defaults">
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<li id="actionRadius">
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<h4><span class="token keyword">int</span> actionRadius</h4>
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<p>A creature's vision and movement range for each step.</p>
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<ul>
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<li>Default: 1</li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">char</span> character</h4>
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<p>ASCII character used to visually represent a creature.</p>
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<ul>
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<li>Default: undefined (fills cell)</li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">int [3]</span> color</h4>
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<p>RGB components of a creature's display color.</p>
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<ul>
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<li>Range: [0, 255]</li>
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<li>Default: random</li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">function</span> colorFn</h4>
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<p>How a creature's color is determined at each step.</p>
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<ul>
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<li>Returns: <span class="mono"><span class="token keyword">string</span></span> of comma-separated RGBA components.</li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">int</span> efficiency</h4>
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<p>Conversion ratio of food to energy. Food energy × efficiency = gained energy.</p>
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<ul>
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<li>Default: 0.7</li>
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</ul>
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</li>
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<li id="initialEnergy">
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<h4><span class="token keyword">float</span> initialEnergy</h4>
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<p>Energy level that a creature has at the start of its life.
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<ul>
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<li>Range: (0, <a data-scroll href="#maxEnergy">maxEnergy</a>]</li>
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<li>Default: 50</li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">function</span> isDead</h4>
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<p>Determines whether a creature should be removed at the beginning of a step.</p>
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<ul>
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<li>Returns: <span class="mono"><span class="token keyword">boolean</span></span></li>
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</ul>
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</li>
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<li id="maxEnergy">
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<h4><span class="token keyword">float</span> maxEnergy</h4>
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<p>Maximum energy that a creature can have; excess energy is discarded.</p>
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<ul>
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<li>Default: 100</li>
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<li>Minimum: 0</li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">function</span> move</h4>
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<p>How a creature moves.</p>
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<ul>
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<li>Parameters: <span class="mono"><span class="token keyword">{coords, creature} []</span> neighbors</span></li>
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<li>Default: Look for edible creatures; if none are found, look for open spaces to move to; if none are found, wait.</li>
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<li>Returns: <span class="mono">{x, y, creature, successFn} || false</span></li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">float</span> moveLv</h4>
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<p></p>
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<ul>
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<p>Percentage of a creature's max energy below which it will stop moving (used in the default <a data-scroll href="#queue">queue</a> method).</p>
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<li>Default: 0</li>
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<li>Range: [0, 1]</li>
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</ul>
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</li>
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<li id="queue">
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<h4><span class="token keyword">function</span> queue</h4>
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<p>Main entry point for behavior; called for each creature on each iteration.</p>
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<ul>
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<li>Parameters: <span class="mono"><span class="token keyword">{coords, creature} []</span> neighbors</span></li>
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<li>Default: Reproduce if energy is sufficient, otherwise move if energy is sufficient, otherwise wait.</li>
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<li>Returns: <span class="mono">{x, y, creature} || false</span></li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">function</span> reproduce</h4>
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<p>How a creature reproduces.</p>
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<ul>
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<li>Parameters: <span class="mono"><span class="token keyword">{coords, creature} []</span> neighbors</span></li>
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<li>Default: Look for neighboring open space; if any exists, randomly place a new creature and lose energy equal to the child's <a data-scroll href="#initialEnergy">initialEnergy</a>.</li>
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<li>Returns: <span class="mono">{x, y, creature, successFn, failureFn} || false</span></li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">float</span> reproduceLv</h4>
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<p>Percentage of a creature's max energy above which it will reproduce (used in the default <a data-scroll href="#queue">queue</a> method).</p>
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<ul>
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<li>Default: 0.7</li>
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<li>Range: [0, 1]</li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">int</span> size</h4>
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<p>A creature's size; by default, creatures can only eat creatures smaller than them.</p>
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<ul>
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<li>Default: 50</li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">int</span> sustainability</h4>
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<p>Number of visible food sources needed before a creature will eat.</p>
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<ul>
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<li>Default: 2</li>
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<li>Range: (0, 16 × <a data-scroll href="#actionRadius">actionRadius</a> - 8]</li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">function</span> wait</h4>
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<p>What happens when a creature waits.</p>
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<ul>
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<li>Default: Creature loses 5 energy.</li>
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</ul>
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</li>
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<li id="customOptions">
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<h4><span class="token keyword">*</span> *</h4>
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<p>The best part about creatures is that you can add <em>whatever you want</em> to them! In addition to overriding any of the above properties, creatures will accept any methods and properties you throw at 'em.</p>
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</li>
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</ul>
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<p>The second argument to terra.creatureFactory.register is the init function. This function is run within a creature's constructor and allows you to set different attributes for individual creatures. For example, in the <a data-scroll href="#cyclic">Cyclic Cellular Automaton</a> example above we see the following init function:</p>
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<pre><code class="language-javascript">function () {
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this.state = Math.floor(Math.random() * 16);
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});</code></pre>
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<p>Whenever a new creature is created of type 'cyclic', it will be randomly assigned a state of 0 to 15.</p>
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<h2 id="terrarium">Terrarium</h2>
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<p>Terrariums are where the action happens. They're initialized with the following constructor:</p>
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<pre><code class="language-javascript">var t = new terra.Terrarium(width, height, id, cellSize, insertAfter);</code></pre>
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<h3>Required</h3>
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<ul class="defaults">
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<li>
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<h4><span class="token keyword">int</span> width</h4>
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<p>Number of cells in the x-direction.</p>
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</li>
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<li>
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<h4><span class="token keyword">int</span> height</h4>
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<p>Number of cells in the y-direction.</p>
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</li>
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</ul>
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<h3>Optional</h3>
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<ul class="defaults">
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<li>
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<h4><span class="token keyword">string</span> id</h4>
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<p>id assigned to the generated canvas.</p>
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</li>
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<li>
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<h4><span class="token keyword">int</span> cellSize</h4>
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<p>Pixel width of each cell.</p>
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<ul>
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<li>Default: 10</li>
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</ul>
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</li>
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<li>
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<h4><span class="token keyword">string</span> insertAfter</h4>
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<p>id of the element to insert the canvas after.</p>
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<ul>
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<li>Default: canvas is appended to <code class="language-markup">document.body</code></li>
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</ul>
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</li>
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</ul>
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<p id="terrariumMethods">Once initialized, terrariums have a few exposed methods. Using our terrarium <code class="language-javascript">t</code> that we just created:</p>
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<pre><code class="language-javascript">t.populate(creatures);
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//populates the terrarium with a set distribution of creatures.
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//<creatures> is an array of arrays of the form [string 'creatureName', int fillPercent]
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t.grid = t.step(steps);
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//t.step returns the next step of the simulation, or the grid after <steps> steps if specified.
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//here, we're setting the terrarium's grid to the returned grid.
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t.draw();
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//updates the canvas to reflect the current grid
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t.animate(steps, fn);
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//starts animating the simulation. The simulation will stop after <steps> steps
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//if specified, and call <fn> as a callback once the animation finishes.
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t.stop();
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//stops a currently running animation</code></pre>
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<p>Still want more? Check out the source on <a href="https://github.com/rileyjshaw/terra">GitHub</a>!</p>
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</div>
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<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>
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<script src="terra.demo.min.js"></script>
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</body>
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</html>
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