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e20c16c1e9
Previously, if not defined cellSize defaulted to undefined.
208 lines
5.7 KiB
JavaScript
208 lines
5.7 KiB
JavaScript
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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/**
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* Terrarium constructor function
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* @param {int} width number of cells in the x-direction
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* @param {int} height number of cells in the y-direction
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* @param {string} id id assigned to the generated canvas
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* @param {int} cellSize pixel width of each cell (default 10)
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* @param {string} insertAfter id of the element to insert the canvas after
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*/
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function Terrarium(width, height, id, cellSize, insertAfter) {
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cellSize = cellSize || 10;
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this.width = width;
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this.height = height;
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this.cellSize = cellSize;
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this.grid = [];
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this.canvas = dom.createCanvasElement(width * cellSize, height * cellSize, id, insertAfter);
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this.nextFrame = false;
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}
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/**
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* Populates a terrarium with a set distribution of creatures
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* @param {array} creatures an array of arrays of the form [string 'creatureName', int fillPercent]
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* @param {[type]} grid the grid to fill
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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(100, 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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/**
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* Returns the next step of the simulation
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* @param {} steps the number of steps to run through before returning
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* @return {grid} a new grid after <steps> || 1 steps
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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.actionRadius),
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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
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if (winnerCreature.successFn() === false) {
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newGrid[winner.x][winner.y] = false;
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}
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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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}
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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--) {
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oldGrid = newGrid ? _.clone(newGrid) : this.grid;
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// copy the old grid & remove dead creatures
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newGrid = _.map(oldGrid, copyAndRemove);
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// create an empty grid to hold creatures competing for the same square
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eigenGrid = [];
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this.populate(false, eigenGrid);
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// Add each creature's intended destination to the eigenGrid
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_.each(newGrid, processCreatures);
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// Choose a winner from each of the eigenGrid's superpositions
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_.each(eigenGrid, pickWinner);
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}
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return newGrid;
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};
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/**
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* Updates the canvas to reflect the current grid
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*/
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Terrarium.prototype.draw = function () {
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display(this.canvas, this.grid, this.cellSize);
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};
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/**
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* Starts animating the simulation
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* @param {int} steps the simulation will stop after <steps> steps if specified
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* @param {Function} fn called as a callback once the animation finishes
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*/
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Terrarium.prototype.animate = function (steps, fn) {
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function tick () {
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self.grid = self.step();
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self.draw();
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if (i++ !== steps) self.nextFrame = requestAnimationFrame(tick);
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else {
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self.nextFrame = false;
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fn();
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}
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}
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if (!this.nextFrame) {
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var i = 0;
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var self = this;
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self.nextFrame = requestAnimationFrame(tick);
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}
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};
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/**
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* Stops a currently running animation
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*/
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Terrarium.prototype.stop = function () {
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cancelAnimationFrame(this.nextFrame);
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this.nextFrame = false;
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};
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module.exports = Terrarium;
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