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game.js
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game.js
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class Game {
constructor(size, livingCells = []) {
this.size = size;
this.setLivingCells(livingCells);
}
setLivingCells(cells) {
this.livingCells = new Set();
cells.forEach((cell) => {
if (cell.x > this.size || cell.y > this.size) {
throw new Error(`${JSON.stringify(cell)} is beyound the grid`);
}
this.livingCells.add(this.convertCoordinateToString(cell.x, cell.y));
});
}
//js cannot override equality check for an object for Set.has()
//so convert to a String which gives the desired behaviour
convertCoordinateToString(x, y) {
return `${x}:${y}`
}
updateGame() {
const newLivingCells = new Set();
for (let x = 0; x < this.size; x++) {
for (let y = 0; y < this.size; y++) {
if (this.cellWillBeAliveNextGo(x, y)) {
newLivingCells.add(this.convertCoordinateToString(x, y));
}
}
}
this.livingCells = newLivingCells
}
cellWillBeAliveNextGo(x, y) {
const isAlive = this.isCellAlive(x, y);
const numberOfNeighbours = this.howManyLivingNeighbours(x, y);
if (this.isBorn(isAlive, numberOfNeighbours)) {
return true
}
if (this.underPopulated(isAlive, numberOfNeighbours)) {
return false;
}
if (this.staysAlive(isAlive, numberOfNeighbours)) {
return true;
}
if (this.overPopulated(isAlive, numberOfNeighbours)) {
return false;
}
// its dead and it stays dead
return false;
}
underPopulated(isAlive, numberOfNeighbours) {
return isAlive && numberOfNeighbours < 2;
}
staysAlive(isAlive, numberOfNeighbours) {
return isAlive && (numberOfNeighbours === 2 || numberOfNeighbours === 3);
}
overPopulated(isAlive, numberOfNeighbours) {
return isAlive && numberOfNeighbours > 3;
}
isBorn(isAlive, numberOfNeighbours) {
return !isAlive && numberOfNeighbours === 3;
}
isCellAlive(x, y) {
return this.livingCells.has(`${x}:${y}`);
}
howManyLivingNeighbours(x, y) {
let lives = 0;
// top left
if (this.isCellAlive(x - 1, y - 1)) lives += 1;
// top middle
if (this.isCellAlive(x, y - 1)) lives += 1;
// top right
if (this.size - 1 && y < this.size - 1 && this.isCellAlive(x + 1, y - 1)) lives += 1;
// middle left
if (this.isCellAlive(x - 1, y)) lives += 1;
// middle right
if (this.size - 1 && this.isCellAlive(x + 1, y)) lives += 1;
// bottom left
if (this.size - 1 && this.isCellAlive(x - 1, y + 1)) lives += 1;
// bottom middle
if (this.size - 1 && this.isCellAlive(x, y + 1)) lives += 1;
// bottom right
if (this.size - 1 && y < this.size - 1 && this.isCellAlive(x + 1, y + 1)) lives += 1;
return lives;
}
printBoard() {
for (let x = 0; x < this.size; x++) {
for (let y = 0; y < this.size; y++) {
const printChar = this.isCellAlive(x, y) ? 'X' : 'O';
process.stdout.write(`${printChar} `);
}
process.stdout.write('\n');
}
}
playGame(forHowManyRounds) {
this.printBoard();
const theGame = this;
const timerId = setInterval(() => {
process.stdout.write(' \n');
theGame.updateGame();
theGame.printBoard();
}, 1000);
setTimeout(() => {
clearInterval(timerId);
}, forHowManyRounds * 10000);
}
}
module.exports = Game;