package main import ( "errors" "time" ) type Cell struct { x int y int live bool } func (c *Cell) NeighborCount(arr [][]Cell) int { count := 0 // Iterate through 3x3 neighboring grid for i := -1; i <= 1; i++ { for j := -1; j <= 1; j++ { // Ignore own position if i == 0 && j == 0 { continue } // Get neighbor coordinates nx, ny := c.x+i, c.y+j // Check if neighbor is within bounds if nx < 0 || nx >= len(arr) || ny < 0 || ny >= len(arr[0]) { continue } // Count if neighbor is alive if arr[nx][ny].live { count++ } } } return count } func initGrid(width, height int, parent ...[][]Cell) ([][]Cell, error) { exists := len(parent) == 1 if exists && len(parent) > 1 { return nil, errors.New("Too many parents specified") } // Make first dimension cells := make([][]Cell, width) for i := 0; i < width; i++ { // Make second dimension cells[i] = make([]Cell, height) for j := 0; j < height; j++ { // Make cells cells[i][j].x = i cells[i][j].y = j // If specified, copy state from parent if exists { cells[i][j].live = parent[0][i][j].live } } } return cells, nil } var grid [][]Cell func setup(callback func([][]Cell), width, height, FPS int) chan bool { grid, _ = initGrid(width, height) // Prepare ticker and finishing flag ticker := time.NewTicker(time.Second / time.Duration(FPS)) done := make(chan bool) // Run game loop go func() { for { select { case <-done: return case <-ticker.C: draw(callback) } } }() // Return flag to be stopped outside return done } func draw(callback func([][]Cell)) { generation, _ := initGrid(len(grid), len(grid[0]), grid) // Iterate through grid for i := 0; i < len(grid); i++ { for j := 0; j < len(grid[0]); j++ { // Count neighbors cout := grid[i][j].NeighborCount(grid) // Get state curr := grid[i][j].live // Apply rules died := curr && (cout < 2 || cout > 3) born := !curr && cout == 3 next := curr && !died || born // Set state generation[i][j].live = next // A * !(A * (B + C)) + !A * D // = A * !B * !C + !A * D // curr && cout >= 2 && cout <= 3 || !curr && cout == 3 } } callback(generation) }