window = curses.stdscr() -- animation-based app window:nodelay(true) lines, cols = window:getmaxyx() -- main data structure grid = {} for i=1,lines*4 do grid[i] = {} for j=1,cols*2 do grid[i][j] = 0 end end -- render using Unicode braille characters, 4x2 tiles of the grid per character -- grab a 4x2 chunk of grid function grid_char(line, col) result = {} for l, row in ipairs({unpack(grid, (line-1)*4+1, line*4)}) do result[l] = {unpack(row, (col-1)*2+1, col*2)} end return result end function print_grid_char(window, x) result = {} for l, row in ipairs(x) do for c, val in ipairs(row) do window:mvaddstr(l, c, val) end end return result end -- look up the braille pattern corresponding to a 4x2 chunk of grid -- https://en.wikipedia.org/wiki/Braille_Patterns -- not obviously programmatic because Unicode added 4x2 after 3x2 glyph = { 0x2800, 0x2801, 0x2802, 0x2803, 0x2804, 0x2805, 0x2806, 0x2807, 0x2840, 0x2841, 0x2842, 0x2843, 0x2844, 0x2845, 0x2846, 0x2847, 0x2808, 0x2809, 0x280a, 0x280b, 0x280c, 0x280d, 0x280e, 0x280f, 0x2848, 0x2849, 0x284a, 0x284b, 0x284c, 0x284d, 0x284e, 0x284f, 0x2810, 0x2811, 0x2812, 0x2813, 0x2814, 0x2815, 0x2816, 0x2817, 0x2850, 0x2851, 0x2852, 0x2853, 0x2854, 0x2855, 0x2856, 0x2857, 0x2818, 0x2819, 0x281a, 0x281b, 0x281c, 0x281d, 0x281e, 0x281f, 0x2858, 0x2859, 0x285a, 0x285b, 0x285c, 0x285d, 0x285e, 0x285f, 0x2820, 0x2821, 0x2822, 0x2823, 0x2824, 0x2825, 0x2826, 0x2827, 0x2860, 0x2861, 0x2862, 0x2863, 0x2864, 0x2865, 0x2866, 0x2867, 0x2828, 0x2829, 0x282a, 0x282b, 0x282c, 0x282d, 0x282e, 0x282f, 0x2868, 0x2869, 0x286a, 0x286b, 0x286c, 0x286d, 0x286e, 0x286f, 0x2830, 0x2831, 0x2832, 0x2833, 0x2834, 0x2835, 0x2836, 0x2837, 0x2870, 0x2871, 0x2872, 0x2873, 0x2874, 0x2875, 0x2876, 0x2877, 0x2838, 0x2839, 0x283a, 0x283b, 0x283c, 0x283d, 0x283e, 0x283f, 0x2878, 0x2879, 0x287a, 0x287b, 0x287c, 0x287d, 0x287e, 0x287f, 0x2880, 0x2881, 0x2882, 0x2883, 0x2884, 0x2885, 0x2886, 0x2887, 0x28c0, 0x28c1, 0x28c2, 0x28c3, 0x28c4, 0x28c5, 0x28c6, 0x28c7, 0x2888, 0x2889, 0x288a, 0x288b, 0x288c, 0x288d, 0x288e, 0x288f, 0x28c8, 0x28c9, 0x28ca, 0x28cb, 0x28cc, 0x28cd, 0x28ce, 0x28cf, 0x2890, 0x2891, 0x2892, 0x2893, 0x2894, 0x2895, 0x2896, 0x2897, 0x28d0, 0x28d1, 0x28d2, 0x28d3, 0x28d4, 0x28d5, 0x28d6, 0x28d7, 0x2898, 0x2899, 0x289a, 0x289b, 0x289c, 0x289d, 0x289e, 0x289f, 0x28d8, 0x28d9, 0x28da, 0x28db, 0x28dc, 0x28dd, 0x28de, 0x28df, 0x28a0, 0x28a1, 0x28a2, 0x28a3, 0x28a4, 0x28a5, 0x28a6, 0x28a7, 0x28e0, 0x28e1, 0x28e2, 0x28e3, 0x28e4, 0x28e5, 0x28e6, 0x28e7, 0x28a8, 0x28a9, 0x28aa, 0x28ab, 0x28ac, 0x28ad, 0x28ae, 0x28af, 0x28e8, 0x28e9, 0x28ea, 0x28eb, 0x28ec, 0x28ed, 0x28ee, 0x28ef, 0x28b0, 0x28b1, 0x28b2, 0x28b3, 0x28b4, 0x28b5, 0x28b6, 0x28b7, 0x28f0, 0x28f1, 0x28f2, 0x28f3, 0x28f4, 0x28f5, 0x28f6, 0x28f7, 0x28b8, 0x28b9, 0x28ba, 0x28bb, 0x28bc, 0x28bd, 0x28be, 0x28bf, 0x28f8, 0x28f9, 0x28fa, 0x28fb, 0x28fc, 0x28fd, 0x28fe, 0x28ff, } -- https://stackoverflow.com/questions/7983574/how-to-write-a-unicode-symbol-in-lua function utf8(decimal) local bytemarkers = { {0x7FF,192}, {0xFFFF,224}, {0x1FFFFF,240} } if decimal<128 then return string.char(decimal) end local charbytes = {} for bytes,vals in ipairs(bytemarkers) do if decimal<=vals[1] then for b=bytes+1,2,-1 do local mod = decimal%64 decimal = (decimal-mod)/64 charbytes[b] = string.char(128+mod) end charbytes[1] = string.char(vals[2]+decimal) break end end return table.concat(charbytes) end -- convert a chunk of grid into a number function grid_char_to_glyph_index(g) return g[1][1] + g[2][1]*2 + g[3][1]*4 + g[4][1]*8 + g[1][2]*16 + g[2][2]*32 + g[3][2]*64 + g[4][2]*128 + 1 -- 1-indexing end function render(window) window:clear() for line=1,lines do for col=1,cols do window:addstr(utf8(glyph[grid_char_to_glyph_index(grid_char(line, col))])) end end curses.refresh() end -- step function state(line, col) if line < 1 or line > table.getn(grid) or col < 1 or col > table.getn(grid[1]) then return 0 end return grid[line][col] end function num_live_neighbors(line, col) return state(line-1, col-1) + state(line-1, col) + state(line-1, col+1) + state(line, col-1) + state(line, col+1) + state(line+1, col-1) + state(line+1, col) + state(line+1, col+1) end function step() local new_grid = {} for line=1,table.getn(grid) do new_grid[line] = {} for col=1,table.getn(grid[1]) do local n = num_live_neighbors(line, col) if n == 3 then new_grid[line][col] = 1 elseif n == 2 then new_grid[line][col] = grid[line][col] else new_grid[line][col] = 0 end end end grid = new_grid end -- miscellaneous helpers function sleep(a) local sec = tonumber(os.clock() + a); while (os.clock() < sec) do end end function file_exists(filename) local f = io.open(filename, "r") if f ~= nil then io.close(f) return true else return false end end function load_file(window, filename) io.input(filename) local line_index = lines for line in io.lines() do if line:sub(1,1) ~= '!' then -- comment; plaintext files can't have whitespace before comments local col_index = cols for c in line:gmatch(".") do if c == '\r' then break end -- DOS line ending if c == '.' then grid[line_index][col_index] = 0 else grid[line_index][col_index] = 1 end col_index = col_index+1 end line_index = line_index+1 end end end -- process input menu = {arrow="pan"} function update(window, c) if c == curses.KEY_LEFT then for i=1,lines*4 do for j=2,cols*2 do grid[i][j-1] = grid[i][j] end grid[i][cols*2] = 0 end elseif c == curses.KEY_DOWN then for i=lines*4-1,1,-1 do for j=1,cols*2 do grid[i+1][j] = grid[i][j] end end for j=1,cols*2 do grid[1][j] = 0 end elseif c == curses.KEY_UP then for i=2,lines*4 do for j=1,cols*2 do grid[i-1][j] = grid[i][j] end end for j=1,cols*2 do grid[lines*4][j] = 0 end elseif c == curses.KEY_RIGHT then for i=1,lines*4 do for j=cols*2-1,1,-1 do grid[i][j+1] = grid[i][j] end grid[i][1] = 0 end end end function main() -- initialize grid based on commandline args if (#arg == 0) then -- by default, start from a deterministically random state for i=1,lines*4 do for j=1,cols*2 do grid[i][j] = math.random(0, 1) end end elseif arg[1] == "random" then -- start from a non-deterministically random start state math.randomseed(os.time()) for i=1,lines*4 do for j=1,cols*2 do grid[i][j] = math.random(0, 1) end end -- shortcuts for some common patterns elseif arg[1] == "pentomino" then -- https://www.conwaylife.com/wiki/Pentomino grid[83][172] = 1 grid[83][173] = 1 grid[84][173] = 1 grid[84][174] = 1 grid[85][173] = 1 elseif arg[1] == "glider" then -- https://www.conwaylife.com/wiki/Glider grid[5][4] = 1 grid[6][5] = 1 grid[7][3] = 1 grid[7][4] = 1 grid[7][5] = 1 elseif arg[1] == "blinker" then -- https://www.conwaylife.com/wiki/Blinker grid[7][3] = 1 grid[7][4] = 1 grid[7][5] = 1 elseif arg[1] == "block" then -- https://www.conwaylife.com/wiki/Block grid[5][4] = 1 grid[5][5] = 1 grid[6][4] = 1 grid[6][5] = 1 elseif arg[1] == "loaf" then -- https://www.conwaylife.com/wiki/Loaf grid[5][4] = 1 grid[5][5] = 1 grid[6][6] = 1 grid[7][6] = 1 grid[8][5] = 1 grid[7][4] = 1 grid[6][3] = 1 elseif file_exists(arg[1]) then -- Load a file in the standard "plaintext" format: https://www.conwaylife.com/wiki/Plaintext -- -- Each pattern page at https://www.conwaylife.com/wiki provides its -- plaintext representation in a block called "Pattern Files" on the right. -- -- For example, check out the list of Important Patterns at -- https://www.conwaylife.com/wiki/Category:Patterns_with_Catagolue_frequency_class_0 load_file(window, arg[1]) end -- main loop while true do render(window) c = curses.getch() update(window, c) step() end end main()