flash on 2009-11-28
Conways Game of Life in just three bitmap operations
Author: Mario Klingemann
http://www.quasimondo.com
mario@quasimondo.com
Released under Apache License, Version 2.0
http://www.opensource.org/licenses/apache2.0.php
NOTE: If you republish this code on a website you have to
add a visible credits link on the same page which looks like this:
Based on code by <a href="http://www.quasimondo.com">Mario Klingemann</a>
/**
* Copyright rooool ( http://wonderfl.net/user/rooool )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/fVwQ
*/
// Conways Game of Life in just three bitmap operations
//
// Author: Mario Klingemann
// http://www.quasimondo.com
// mario@quasimondo.com
//
// Released under Apache License, Version 2.0
// http://www.opensource.org/licenses/apache2.0.php
//
// NOTE: If you republish this code on a website you have to
// add a visible credits link on the same page which looks like this:
//
// Based on code by <a href="http://www.quasimondo.com">Mario Klingemann</a>
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.filters.BlurFilter;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.getTimer;
[SWF( width="400",height="800",framerate="60",backgroundColor="#000000")]
public class GameOfLife extends Sprite
{
private var gameMap:BitmapData;
private var calculationMap:BitmapData;
private var neighbourBlur:BlurFilter;
private var colorAdd:ColorTransform;
private var rules:Array;
private var zero:Array;
// Size of game canvas:
private var w:int = 400;
private var h:int = 800;
private const origin:Point = new Point();
private const rect:Rectangle = new Rectangle( 0, 0, w, h );
public function GameOfLife()
{
setup();
addChild ( new Bitmap( gameMap, "auto", false ));
randomizeMap();
stage.addEventListener( Event.ENTER_FRAME, update );
stage.addEventListener( KeyboardEvent.KEY_DOWN, onKeyDown );
}
private function setup():void
{
neighbourBlur = new BlurFilter(3,3,1);
colorAdd = new ColorTransform( 1, 1, 1, 1, -254, -254, -254, 0 );
gameMap = new BitmapData( w, h, false, 0xffffff );
calculationMap = gameMap.clone();
zero = [];
rules = [];
// These are the rules:
for ( var i:int = 0; i < 256; i++ )
{
zero[i] = 0;
rules[i] = 0;
}
rules[0] = 0; // not set, 0 neighbours
rules[28] = 0; // not set, 1 neighbour
rules[56] = 0; // not set, 2 neighbours
rules[85] = 0xffffff; // not set, 3 neighbours
rules[113] = 0; // not set, 4 neighbours
rules[141] = 0; // not set, 5 neighbours
rules[170] = 0; // not set, 6 neighbours
rules[198] = 0; // not set, 7 neighbours
rules[226] = 0; // not set, 8 neighbours
rules[29] = 0; // set, 0 neighbours
rules[57] = 0; // set, 1 neighbour
rules[86] = 0xffffff; // set, 2 neighbours
rules[114] = 0xffffff; // set, 3 neighbours
rules[142] = 0; // set, 4 neighbours
rules[171] = 0; // set, 5 neighbours
rules[199] = 0; // set, 6 neighbours
rules[227] = 0; // set, 7 neighbours
rules[255] = 0; // set, 8 neighbours
}
private function randomizeMap():void
{
calculationMap.perlinNoise( 1 + Math.random() * w * 0.5, 1+ Math.random() * h * 0.5, 1 + int ( 4 * Math.random()), getTimer(), true, Math.random() < 0.5, 4, false );
gameMap.fillRect( rect, 0xffffff );
gameMap.threshold( calculationMap, rect, origin, "<", 0x000080, 0x000000, 0x0000ff, false );
}
// Core Routine
private function update( event:Event ):void
{
// create a separate 3x3 box blur of the current game canvas
calculationMap.applyFilter( gameMap, rect, origin, neighbourBlur );
// add +1 for every set pixel
calculationMap.draw( gameMap, null, colorAdd, "add");
// update the canvas based on the rules lookup table
gameMap.paletteMap( calculationMap, rect, origin, zero, zero, rules );
}
private function onKeyDown( event:KeyboardEvent ):void
{
randomizeMap();
}
}
}