This is a simple version of John Conway’s Game of Life written in C/C++ and runs on Windows using ASCII graphics.
For a more interesting version using SDL to draw pixel graphics, check out this link: John Conway’s Game of Life – C++/SDL
Here is the code for the ASCII Version:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 | #include "math.h" #include <iostream> #include <stdlib.h> #include <windows.h> #include <time.h> void init(); void draw(); void process(); void processMutate(int x, int y); int getNumNeigbors(int x, int y); void clrscr(); void flip(); char getLeft(int x, int y); char getRight(int x, int y); char getUp(int x, int y); char getDown(int x, int y); char getUpLeft(int x, int y); char getUpRight(int x, int y); char getDownLeft(int x, int y); char getDownRight(int x, int y); void sleep(unsigned int mseconds); char BLOCKS[] = {' ', '*'}; int NUM_BLOCKS = 2; char LIVE = BLOCKS[1]; char DEAD = BLOCKS[0]; int GRID_WIDTH = 70; int GRID_HEIGHT = 22; char** grid; char** gridTmp; int main() { init(); bool running = true; while(running) { draw(); sleep(500); process(); } } void init() { srand(time(0)); grid = new char*[GRID_WIDTH]; gridTmp = new char*[GRID_WIDTH]; for(int x = 0; x < GRID_WIDTH; ++x) { grid[x] = new char[GRID_HEIGHT]; gridTmp[x] = new char[GRID_HEIGHT]; for(int y = 0; y < GRID_HEIGHT; ++y) { grid[x][y] = BLOCKS[rand() % NUM_BLOCKS]; gridTmp[x][y] = ' '; } } } void draw() { clrscr(); for(int y = 0; y < GRID_HEIGHT; ++y) { for(int x = 0; x < GRID_WIDTH; ++x) { std::cout << grid[x][y]; } std::cout << std::endl; } } void process() { for(int y = 0; y < GRID_HEIGHT; ++y) { for(int x = 0; x < GRID_WIDTH; ++x) { int neighbors = getNumNeigbors(x, y); if(grid[x][y] == LIVE) { //1. Any live cell with fewer than two live neighbors dies, as if caused by underpopulation. //2. Any live cell with more than three live neighbors dies, as if by overcrowding. if(neighbors < 2 || neighbors > 3) { gridTmp[x][y] = DEAD; } else { gridTmp[x][y] = LIVE; } //3. Any live cell with two or three live neighbors lives on to the next generation. } else { //4. Any dead cell with exactly three live neighbors becomes a live cell. if(neighbors == 3) { gridTmp[x][y] = LIVE; } else { gridTmp[x][y] = DEAD; } } // processMutate(x, y); } } flip(); } int getNumNeigbors(int x, int y) { int i = 0; if(getLeft(x, y) == LIVE) { i++; } if(getRight(x, y) == LIVE) { i++; } if(getUp(x, y) == LIVE) { i++; } if(getDown(x, y) == LIVE) { i++; } if(getUpLeft(x, y) == LIVE) { i++; } if(getUpRight(x, y) == LIVE) { i++; } if(getDownLeft(x, y) == LIVE) { i++; } if(getDownRight(x, y) == LIVE) { i++; } return i; } void processMutate(int x, int y) { if(rand() % 1000 > 997) { if(gridTmp[x][y] == DEAD) { gridTmp[x][y] = LIVE; } } } void flip() { char** tmp = grid; grid = gridTmp; gridTmp = tmp; } char getLeft(int x, int y) { if(x == 0) { return DEAD; } return grid[x - 1][y]; } char getRight(int x, int y) { if(x == GRID_WIDTH - 1) { return DEAD; } return grid[x + 1][y]; } char getUp(int x, int y) { if(y == 0) { return DEAD; } return grid[x][y - 1]; } char getDown(int x, int y) { if(y == GRID_HEIGHT - 1) { return DEAD; } return grid[x][y + 1]; } char getUpLeft(int x, int y) { if(x == 0 || y == 0) { return DEAD; } return grid[x - 1][y - 1]; } char getUpRight(int x, int y) { if(x == GRID_WIDTH - 1 || y == 0) { return DEAD; } return grid[x + 1][y - 1]; } char getDownLeft(int x, int y) { if(y == GRID_HEIGHT - 1 || x == 0) { return DEAD; } return grid[x - 1][y + 1]; } char getDownRight(int x, int y) { if(y == GRID_HEIGHT - 1 || x == GRID_WIDTH - 1 ) { return DEAD; } return grid[x + 1][y + 1]; } void clrscr() { COORD topLeft = {0, 0}; DWORD cCharsWritten, dwConSize; CONSOLE_SCREEN_BUFFER_INFO cInfo; HANDLE hConsoleOutput = GetStdHandle((DWORD)-11); // Get the number of character cells in the current buffer GetConsoleScreenBufferInfo(hConsoleOutput, &cInfo); dwConSize = cInfo.dwSize.X * cInfo.dwSize.Y; // Fill the whole screen with blank chars // FillConsoleOutputCharacter(hConsoleOutput, (TCHAR)' ', dwConSize, topLeft, &cCharsWritten); // Get the current text attribute GetConsoleScreenBufferInfo(hConsoleOutput, &cInfo); // Set the buffer's attributes accordingly FillConsoleOutputAttribute(hConsoleOutput, cInfo.wAttributes, dwConSize, topLeft, &cCharsWritten); // Put the cursor at its home coordinates SetConsoleCursorPosition(hConsoleOutput, topLeft); } void sleep(unsigned int mseconds) { clock_t goal = mseconds + clock(); while (goal > clock()); } |

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