html记录之康威生命游戏(二)
尝试:将setInterval定时循环的方式改完setInterval+普通循环
结果:成功。
html记录之康威生命游戏(一)
html记录之康威生命游戏(三)
生命游戏是康威发明的,一种基于元胞自动机下的一种特殊规则,这个规则很简单,但是很强大,这个规则仿佛赋予了静态的东西有了生命一样在运动,有生存和死亡。
生命游戏规则:
每个细胞的生或者死均由周围的8个细胞决定,如果周围生命过多,将会因为资源不足而死亡,如果周围生命过少将会因为孤独而死亡,只有周围生命刚刚好才能处于生的状态。
规则一:如果周围细胞数大于3或者小于2,将会因为资源不足或者孤独而死。
规则二:如果周围刚好有3个细胞,如果原来是生则不变,如果是死将变为生,即为生命的诞生。
规则三:如果周围刚好有2个细胞,那么无论是生是死都不发生任何改变。
实现代码如下:
<html>
<head>
<meta charset="utf-8">
<meta name="author" content="hwq">
<title>康威生命游戏</title>
<style>
*{
box-sizing: border-box;
}
#content{
width: 1842px;
height: 1682px;
border: 1px solid #606060;
margin: 0 auto;
position: relative;
background-color: #494949;
z-index: 100;
}
#topOccupied{
height: 25px;
}
#header{
width: 100%;
text-align: center;
position: fixed;
z-index: 200;
}
#generationInput{
text-align: center;
}
.cell{
border: 1px solid #606060;
position: absolute;
}
</style>
</head>
<body>
<div id="header">
<button id="zanting">开始生命游戏</button>
<button id="restart">初始化</button>
<button id="tochange">暂停/继续</button>
<input id="generationInput" type="text" value="第0代" disabled="disabled">
</div>
<div id="topOccupied"></div>
<div id="content">
</div>
<script>
//尝试:将setInterval定时循环的方式改完setInterval+普通循环
console.log("初始化生命游戏");
let zanting = document.getElementById('zanting');//获取开始按钮dom元素
let restart = document.getElementById('restart');//获取重新开始dom元素
let tochange = document.getElementById('tochange');//获取暂停继续dom元素
let generationInput = document.getElementById('generationInput');//获取暂停继续dom元素
let content = document.getElementById("content");//获取容器dom元素
let sizeLeft = 230;//横向格子数
let sizeTop = 210;//纵向格子数
let width = content.clientWidth;//容器宽度
let height = content.clientHeight;//容器高度
let sizeLeftCal = sizeLeft - 1;//横向坐标上限
let sizeTopCal = sizeTop - 1;//纵向坐标上限
let cellWidth = width/sizeLeft;//单个格子宽度
let cellHeight = height/sizeTop;//单个格子高度
let lifeCount = 0;//存活计数
let clickStatus = true;//是否可点击,开始之后不再点亮格子
let lifeReal = {};//保存所有存活格子,存活放入,死亡移除
let lifeRealJudge = {};//保存所有需要判断周围生存数量的格子
let lifeDead = {};//保存所有需要死亡的格子,死亡放入
let generation = 1;//演化代数
let cellColor = "#FFF";//格子颜色
// let loopNumber = 0;//循环次数
let runStatus = true;//运行状态 true正常运行,false暂停运行
console.log("width:" + width);
console.log("height:" + height);
console.log("sizeLeft:" + sizeLeft);
console.log("sizeTop:" + sizeTop);
console.log("cellWidth:" + cellWidth);
console.log("cellHeight:" + cellHeight);
//格子实时信息0死1生
let cellArray = new Array();
//格子周围实时数量信息(用来判断下一轮生和死的状态)
//也可以不保存实时数量,采用周围8个格子的方式判断生和死
let cellLife = new Array();
//初始化
createCells();
//新建格子
function createCells(){
for(let i=0; i<sizeLeft; i++){
cellArray[i] = new Array();
cellLife[i] = new Array();
for(let j=0; j<sizeTop; j++){
createCell(i, j);
cellArray[i][j] = 0;
cellLife[i][j] = 0;
}
}
}
//新建格子
function createCell(i, j){
let div = document.createElement("div");
div.id = "cell-" + i + "-" + j;
div.style.width = cellWidth;
div.style.height = cellHeight;
div.style.left = (cellWidth*i) + "px";
div.style.top = (cellHeight*j) + "px";
// div.style.fontSize = 5;
// div.innerHTML = i + "" + j;
div.setAttribute("class", "cell");
div.addEventListener("click", colorChange, false);//绑定格子颜色转换事件
content.appendChild(div);
}
//格子颜色转换事件
function colorChange(){
if(!clickStatus){
return;
}
console.log(this.id);
let arr = this.id.split("-");
let i = arr[1] * 1;
let j = arr[2] * 1;
if(this.style.backgroundColor){
this.style.backgroundColor = "";
if(cellArray[i][j] == 1){
lifeNumber(i, j, -1, cellLife);
lifeCount--;
delete lifeReal["cell-" + i + "-" + j];
}
cellArray[i][j] = 0;
}else{
this.style.backgroundColor = cellColor;
if(cellArray[i][j] == 0){
lifeNumber(i, j, 1, cellLife);
lifeCount++;
lifeReal["cell-" + i + "-" + j] = 1;
}
cellArray[i][j] = 1;
}
}
//暂停/继续
tochange.addEventListener("click", toChange, false);
function toChange(){
runStatus = !runStatus;
}
//初始化
restart.addEventListener("click", reStart, false);
function reStart(){
if(!(typeof timer === "undefined")){
clearInterval(timer);//清空循环控制器
}
runStatus = true;
clickStatus = true;
generation = 0;
loopNumber = 0;
lifeReal = {};
lifeRealJudge = {};
for(let i=0; i<sizeLeft; i++){
cellArray[i] = new Array();
cellLife[i] = new Array();
for(let j=0; j<sizeTop; j++){
cellArray[i][j] = 0;
cellLife[i][j] = 0;
document.getElementById("cell-" + i + "-" + j).style.backgroundColor = "";
}
}
}
//开始生命游戏
zanting.addEventListener("click", start, false);
function start(){
console.log("开始生命游戏");
let t1 = new Date().getTime();//计算每轮演变消耗时间
if(lifeCount == 0){
clickStatus = true;
console.log("没有存活的生命体,请先激活");
return;
}
clickStatus = false;//开始生命游戏之后不能点亮格子
var count = 0;
let swap = false;
let cellLifeNew = new Array();
for(let x=0; x<sizeLeft; x++){
cellLifeNew[x] = new Array();
for(let y=0; y<sizeTop; y++){
cellLifeNew[x][y] = cellLife[x][y];
}
}
let arr;
let k;
let q;
//获取所有需要判断的格子
let keys = Object.keys(lifeReal);
for(let con=0; con<keys.length; con++){
arr = keys[con].split("-");
k = arr[1] * 1;
q = arr[2] * 1;
lifeRealJudge["cell-" + k + "-" + q] = 1;
lifeRealJudge["cell-" + k + "-" + (q-1)] = 1;
lifeRealJudge["cell-" + k + "-" + (q+1)] = 1;
lifeRealJudge["cell-" + (k-1) + "-" + q] = 1;
lifeRealJudge["cell-" + (k-1) + "-" + (q-1)] = 1;
lifeRealJudge["cell-" + (k-1) + "-" + (q+1)] = 1;
lifeRealJudge["cell-" + (k+1) + "-" + q] = 1;
lifeRealJudge["cell-" + (k+1) + "-" + (q-1)] = 1;
lifeRealJudge["cell-" + (k+1) + "-" + (q+1)] = 1;
}
let lifeKeys = Object.keys(lifeRealJudge);
let length = lifeKeys.length;
let num;
var timer = setInterval(() => {
// console.log("1");
// k = Math.floor(count / sizeLeft);
// q = Math.floor(count % sizeTop);
if(!runStatus){
console.log("暂停运行中");
return;
}
// loopNumber++;
// console.log("开始第" + loopNumber + "次循环");
while(runStatus){
if(lifeCount == 0){//没有存活
clearInterval(timer);//清空循环控制器
clickStatus = true;
console.log("没有存活结束,当前第" + generation + "代");
generationInput.value = "第" + generation + "代";
generation = 0;
return;
}
if(count >= length){
// let t2 = new Date().getTime();//计算每轮演变消耗时间
// console.log("循环耗时" + (t2-t1) + "毫秒");
if(swap == false){
clearInterval(timer);//清空循环控制器
clickStatus = true;
console.log("没有变换结束,当前第" + generation + "代");
generationInput.value = "第" + generation + "代";
generation = 0;
return;
}
cellLife = cellLifeNew;
cellLifeNew = new Array();
for(let x=0; x<sizeLeft; x++){
cellLifeNew[x] = new Array();
for(let y=0; y<sizeTop; y++){
cellLifeNew[x][y] = cellLife[x][y];
}
}
//重新渲染格子
let keysDead = Object.keys(lifeDead);
for(let con=0; con<keysDead.length; con++){
arr = keysDead[con].split("-");
k = arr[1] * 1;
q = arr[2] * 1;
document.getElementById("cell-" + k + "-" + q).style.backgroundColor = "";
}
lifeDead = {};
//获取所有需要判断的格子
lifeRealJudge = {};
let keys = Object.keys(lifeReal);
for(let con=0; con<keys.length; con++){
arr = keys[con].split("-");
k = arr[1] * 1;
q = arr[2] * 1;
lifeRealJudge["cell-" + k + "-" + q] = 1;
lifeRealJudge["cell-" + k + "-" + (q-1)] = 1;
lifeRealJudge["cell-" + k + "-" + (q+1)] = 1;
lifeRealJudge["cell-" + (k-1) + "-" + q] = 1;
lifeRealJudge["cell-" + (k-1) + "-" + (q-1)] = 1;
lifeRealJudge["cell-" + (k-1) + "-" + (q+1)] = 1;
lifeRealJudge["cell-" + (k+1) + "-" + q] = 1;
lifeRealJudge["cell-" + (k+1) + "-" + (q-1)] = 1;
lifeRealJudge["cell-" + (k+1) + "-" + (q+1)] = 1;
document.getElementById("cell-" + k + "-" + q).style.backgroundColor = cellColor;
}
lifeKeys = Object.keys(lifeRealJudge);
length = lifeKeys.length;
console.log("lifeReal大小为" + keys.length + ",lifeRealJudge大小为" + length);
count = 0;
swap = false;
let t3 = new Date().getTime();//计算每轮演变消耗时间
// console.log("重置耗时" + (t3-t2) + "毫秒");
console.log("结束一轮,当前第" + generation + "代,总耗时" + (t3-t1) + "毫秒");
generationInput.value = "第" + generation + "代";
if((t3-t1) > 1500){
// debugger;
// runStatus = false;
// clickStatus = true;
// clearInterval(timer);
console.log("出现超长时间消耗,请检查");
}
generation++;
t1 = t3;
break;
}
if(count >= lifeKeys.length){
clearInterval(timer);
clickStatus = true;
console.log("出现异常,请检查");
return;
}
arr = lifeKeys[count].split("-");
k = arr[1] * 1;
q = arr[2] * 1;
if(k < 0 || k >= sizeLeft || q < 0 || q >= sizeTop){
count++;
// console.log("错误的值:k=" + k + ",q=" + q);
console.log("错误的kq值");
// return;改为while循环之后,需要将此处的return改为结束单次循环,否则每个错误坐标将花费每个循环间隔时间!!!!!
continue;
}
num = cellLife[k][q];
// console.log("cell-" + k + "-" + q + "周围存活数量为:" + num);
if(num == 3) {
if(cellArray[k][q] == 0){
lifeNumber(k, q, 1, cellLifeNew);
lifeCount++;
swap = true;
if(k >= 0 && k < sizeLeft && q >=0 && q < sizeTop){
lifeReal["cell-" + k + "-" + q] = 1;
}
cellArray[k][q] = 1;
}
}else if(num > 3 || num < 2){
if(cellArray[k][q] == 1){
lifeNumber(k, q, -1, cellLifeNew);
lifeCount--;
swap = true;
delete lifeReal["cell-" + k + "-" + q];
lifeDead["cell-" + k + "-" + q] = 1;
cellArray[k][q] = 0;
}
}
count++;
}
}, 500);
}
//生存数量计算
function lifeNumber(i, j, inc, cellLifeArray){
i = i * 1;
j = j * 1;
// console.log("cell-" + i + "-" + j + "生存数量计算,inc:" + inc);
if(i !=0 && j != 0 && i != sizeLeftCal && j != sizeTopCal){//如果不为边缘格子,这个判断范围最大,只判断一次的期望值高
cellLifeArray[i-1][j] = cellLifeArray[i-1][j] * 1 + inc;//左
cellLifeArray[i-1][j-1] = cellLifeArray[i-1][j-1] * 1 + inc;//左上
cellLifeArray[i-1][j+1] = cellLifeArray[i-1][j+1] * 1 + inc;//左下
cellLifeArray[i][j-1] = cellLifeArray[i][j-1] * 1 + inc;//上
cellLifeArray[i][j+1] = cellLifeArray[i][j+1] * 1 + inc;//下
cellLifeArray[i+1][j] = cellLifeArray[i+1][j] * 1 + inc;//右
cellLifeArray[i+1][j-1] = cellLifeArray[i+1][j-1] * 1 + inc;//右上
cellLifeArray[i+1][j+1] = cellLifeArray[i+1][j+1] * 1 + inc;//右下
}else if(i == 0 && j != 0 && j != sizeTopCal){//如果为左边一片,只有上、右上、右、右下、下
console.log("进入左边一片判断");
cellLifeArray[i][j-1] = cellLifeArray[i][j-1] * 1 + inc;//上
cellLifeArray[i][j+1] = cellLifeArray[i][j+1] * 1 + inc;//下
cellLifeArray[i+1][j] = cellLifeArray[i+1][j] * 1 + inc;//右
cellLifeArray[i+1][j-1] = cellLifeArray[i+1][j-1] * 1 + inc;//右上
cellLifeArray[i+1][j+1] = cellLifeArray[i+1][j+1] * 1 + inc;//右下
}else if(j == 0 && i != 0 && i != sizeLeftCal){//如果为上边一片,只有左、左下、下、右下、右
console.log("进入左边一片判断");
cellLifeArray[i-1][j] = cellLifeArray[i-1][j] * 1 + inc;//左
cellLifeArray[i-1][j+1] = cellLifeArray[i-1][j+1] * 1 + inc;//左下
cellLifeArray[i][j+1] = cellLifeArray[i][j+1] * 1 + inc;//下
cellLifeArray[i+1][j] = cellLifeArray[i+1][j] * 1 + inc;//右
cellLifeArray[i+1][j+1] = cellLifeArray[i+1][j+1] * 1 + inc;//右下
}else if(i == sizeLeftCal && j != 0 && j != sizeTopCal){//如果为右边一片,只有上、左上、左、左下、下
console.log("进入右边一片判断");
cellLifeArray[i-1][j] = cellLifeArray[i-1][j] * 1 + inc;//左
cellLifeArray[i-1][j-1] = cellLifeArray[i-1][j-1] * 1 + inc;//左上
cellLifeArray[i-1][j+1] = cellLifeArray[i-1][j+1] * 1 + inc;//左下
cellLifeArray[i][j-1] = cellLifeArray[i][j-1] * 1 + inc;//上
cellLifeArray[i][j+1] = cellLifeArray[i][j+1] * 1 + inc;//下
}else if(j == sizeTopCal && i != 0 && i != sizeLeftCal){//如果为下边一片,只有左、左上、上、右上、右
console.log("进入下边一片判断");
cellLifeArray[i-1][j] = cellLifeArray[i-1][j] * 1 + inc;//左
cellLifeArray[i-1][j-1] = cellLifeArray[i-1][j-1] * 1 + inc;//左上
cellLifeArray[i][j-1] = cellLifeArray[i][j-1] * 1 + inc;//上
cellLifeArray[i+1][j] = cellLifeArray[i+1][j] * 1 + inc;//右
cellLifeArray[i+1][j-1] = cellLifeArray[i+1][j-1] * 1 + inc;//右上
}else if(i == 0 && j == 0){//如果为左上角,只有右、右下、下
console.log("进入左上角判断");
cellLifeArray[i+1][j] = cellLifeArray[i+1][j] * 1 + inc;//右
cellLifeArray[i+1][j+1] = cellLifeArray[i+1][j+1] * 1 + inc;//右下
cellLifeArray[i][j+1] = cellLifeArray[i][j+1] * 1 + inc;//下
}else if(i == sizeLeftCal && j == 0){//如果为右上角,只有左、左下、下
console.log("进入右上角判断");
cellLifeArray[i-1][j] = cellLifeArray[i-1][j] * 1 + inc;//左
cellLifeArray[i-1][j+1] = cellLifeArray[i-1][j+1] * 1 + inc;//左下
cellLifeArray[i][j+1] = cellLifeArray[i][j+1] * 1 + inc;//下
}else if(i == 0 && j == sizeTopCal){//如果为左下角,只有上、右上、右
console.log("进入左下角判断");
cellLifeArray[i][j-1] = cellLifeArray[i][j-1] * 1 + inc;//上
cellLifeArray[i+1][j-1] = cellLifeArray[i+1][j-1] * 1 + inc;//右上
cellLifeArray[i+1][j] = cellLifeArray[i+1][j] * 1 + inc;//右
}else if(i == sizeLeftCal && j == sizeTopCal){//如果为右下角,只有上、左上、左
console.log("进入右下角判断");
cellLifeArray[i][j-1] = cellLifeArray[i][j-1] * 1 + inc;//上
cellLifeArray[i-1][j-1] = cellLifeArray[i-1][j-1] * 1 + inc;//左上
cellLifeArray[i-1][j] = cellLifeArray[i-1][j] * 1 + inc;//左
}
}
</script>
</body>
</html>
修改了页面风格,并将完全的计时器改为计时器为存活代数,while循环做存活判断。
预览如下:
格子大小最好自己定,修改容器content大小、横向纵向格子数sizeLeft和sizeTop,自己看起来舒服最重要。
不过div的数量多了就卡,这个好像html就这样了,没什么办法。