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package main
import (
"fmt"
"time"
)
const (
width = 10
height = 10
)
type Board [][]bool
func NewBoard() Board {
b := make(Board, height)
for i := range b {
b[i] = make([]bool, width)
}
return b
}
// sets a cell to alive
func (b Board) SetAlive(x, y int) {
b[y][x] = true
}
// asks if a cell is alive
func (b Board) IsAlive(x, y int) bool {
if x < 0 || x >= width || y < 0 || y >= height {
return false
}
return b[y][x]
}
// finds the next state of the board
func (b Board) NextState() Board {
next := NewBoard()
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
aliveNeighbors := b.countAliveNeighbors(x, y)
if b.IsAlive(x, y) {
next[y][x] = aliveNeighbors == 2 || aliveNeighbors == 3
} else {
next[y][x] = aliveNeighbors == 3
}
}
}
return next
}
// counts the number of alive neighbors for a given cell
func (b Board) countAliveNeighbors(x, y int) int {
count := 0
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
if dx == 0 && dy == 0 {
continue
}
if b.IsAlive(x+dx, y+dy) {
count++
}
}
}
return count
}
func (b Board) Print() {
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
if b.IsAlive(x, y) {
fmt.Print("O ")
} else {
fmt.Print(". ")
}
}
fmt.Println()
}
fmt.Println()
}
func main() {
boards := []Board{
NewBoard(),
NewBoard(),
NewBoard(),
}
// glider
boards[0].SetAlive(1, 0)
boards[0].SetAlive(2, 1)
boards[0].SetAlive(0, 2)
boards[0].SetAlive(1, 2)
boards[0].SetAlive(2, 2)
// blinker
boards[1].SetAlive(1, 0)
boards[1].SetAlive(1, 1)
boards[1].SetAlive(1, 2)
// r-pentomino
boards[2].SetAlive(3, 3)
boards[2].SetAlive(4, 3)
boards[2].SetAlive(2, 4)
boards[2].SetAlive(3, 4)
boards[2].SetAlive(3, 5)
// iterate through each board
for _, board := range boards {
for i := 0; i < 10; i++ {
board.Print()
board = board.NextState()
time.Sleep(time.Second / 2)
}
fmt.Println("---------------")
}
}
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