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- Subject: Re: Object system
- From: Raffaele Salmaso <raffaele@...>
- Date: Wed, 08 Dec 2004 16:50:06 +0100
To continue my spam, I've modified the life.lua example to use the class
system.
--
()_() | Always keep the Titanic in mind when I talk | +----
(o.o) | about security or safety, meaning that nothin | +---+
'm m' | is fully secure. | O |
(___) | raffaele punto salmaso presso libero punto it
GPG fingerprint 1CF5 51D4 E528 EB87 9977 B277 BE8C BF1E 620C 40ED
-- life.lua
-- original by Dave Bollinger <DBollinger@compuserve.com> posted to lua-l
-- modified to use ANSI terminal escape sequences
-- modified to use for instead of while
-- modified to use the class() function
function class(super)
-- create a new class description
local klass = {}
-- set the superclass (for object inheritance)
setmetatable(klass, {
__index = super,
__call = function(self, ...)
local tmp = {}
setmetatable(tmp, klass)
if self.init then
self.init(tmp, unpack(arg))
end
return tmp
end
})
klass.__index = function(table, key)
local r = klass[key]
if type(r) == 'function' then
local f = function(...) return r(table, unpack(arg)) end
table[key] = f
return f
else
return r
end
end
return klass
end
local write=io.write
ALIVE="�" DEAD="�"
ALIVE="O" DEAD="-"
function delay() -- NOTE: SYSTEM-DEPENDENT, adjust as necessary
for i=1,10000 do end
-- local i=os.clock()+1 while(os.clock()<i) do end
end
cells = class()
-- constructor
function cells.init(self, w, h)
self.w = w
self.h = h
for y=1,h do
self[y] = {}
for x=1,w do
self[y][x]=0
end
end
end
-- give birth to a "shape" within the cell array
function cells.spawn(self, shape, left, top)
for y=0,shape.h-1 do
for x=0,shape.w-1 do
self[top+y][left+x] = shape[y*shape.w+x+1]
end
end
end
-- run the CA and produce the next generation
function cells.evolve(self, next)
local ym1,y,yp1,yi=self.h-1,self.h,1,self.h
while yi > 0 do
local xm1,x,xp1,xi=self.w-1,self.w,1,self.w
while xi > 0 do
local sum = self[ym1][xm1] + self[ym1][x] + self[ym1][xp1] +
self[y][xm1] + self[y][xp1] +
self[yp1][xm1] + self[yp1][x] + self[yp1][xp1]
next[y][x] = ((sum==2) and self[y][x]) or ((sum==3) and 1) or 0
xm1,x,xp1,xi = x,xp1,xp1+1,xi-1
end
ym1,y,yp1,yi = y,yp1,yp1+1,yi-1
end
end
-- output the array to screen
function cells.draw(self)
local out="" -- accumulate to reduce flicker
for y=1,self.h do
for x=1,self.w do
out=out..(((self[y][x]>0) and ALIVE) or DEAD)
end
out=out.."\n"
end
write(out)
end
--
-- shapes suitable for use with spawn() above
--
HEART = { 1,0,1,1,0,1,1,1,1; w=3,h=3 }
GLIDER = { 0,0,1,1,0,1,0,1,1; w=3,h=3 }
EXPLODE = { 0,1,0,1,1,1,1,0,1,0,1,0; w=3,h=4 }
FISH = { 0,1,1,1,1,1,0,0,0,1,0,0,0,0,1,1,0,0,1,0; w=5,h=4 }
BUTTERFLY = { 1,0,0,0,1,0,1,1,1,0,1,0,0,0,1,1,0,1,0,1,1,0,0,0,1; w=5,h=5 }
-- the main routine
function life(w,h)
-- create two arrays
local thisgen = cells(w,h)
local nextgen = cells(w,h)
-- create some life
-- about 1000 generations of fun, then a glider steady-state
thisgen.spawn(GLIDER,5,4)
thisgen.spawn(EXPLODE,25,10)
thisgen.spawn(FISH,4,12)
-- run until break
local gen=1
write("\027[2J") -- ANSI clear screen
while 1 do
thisgen.evolve(nextgen)
thisgen,nextgen = nextgen,thisgen
write("\027[H") -- ANSI home cursor
thisgen.draw()
write("Life - generation ",gen,"\n")
gen=gen+1
if gen>2000 then break end
--delay() -- no delay
end
end
life(40,20)