A useless plugin that might help you cope with stubbornly broken tests or overall lack of sense in life. It lets you execute aesthetically pleasing, cellular automaton animations based on the content of neovim buffer.
make_it_rain.mov
From the Wiki:
A cellular automaton is a model used in computer science and mathematics. The idea is to model a dynamic system by using a number of cells. Each cell has one of several possible states. With each "turn" or iteration the state of the current cell is determined by two things: its current state, and the states of the neighbouring cells.
There is no pragmatic use case whatsoever. However, there are some pseudo-scientifically proven "use-cases":
- Urgent deadline approaches? Don't worry. With this plugin you can procrastinate even more!
- Are you stuck and don't know how to proceed? You can use this plugin as a visual stimulant for epic ideas!
- Those nasty colleagues keep peeking over your shoulder and stealing your code? Now you can obfuscate your editor! Good luck stealing that.
- Working with legacy code? Just create a
<leader>fml
mapping and see it melt.
- neovim >= 0.9
- treesitter parser for current buffer
use 'eandrju/cellular-automaton.nvim'
You can trigger it using simple command:
:CellularAutomaton make_it_rain
or
:CellularAutomaton game_of_life
Or just create a mapping:
vim.keymap.set("n", "<leader>fml", "<cmd>CellularAutomaton make_it_rain<CR>")
You can close animation window with one of: q
/<Esc>
/<CR>
- folding and wrapping is not supported ATM
make_it_rain.mov
game_of_life.mov
Using a simple interface you can implement your own cellular automaton animation. You need to provide a configuration table with an update
function, which takes a 2D grid of cells and modifies it in place. Each cell by default consist of two fields:
char
- single string characterhl_group
- treesitter's highlight group
Example sliding animation:
local config = {
fps = 50,
name = 'slide',
}
-- init function is invoked only once at the start
-- config.init = function (grid)
--
-- end
-- update function
config.update = function (grid)
for i = 1, #grid do
local prev = grid[i][#(grid[i])]
for j = 1, #(grid[i]) do
grid[i][j], prev = prev, grid[i][j]
end
end
return true
end
require("cellular-automaton").register_animation(config)
Result: