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364 changes: 364 additions & 0 deletions src/lib/assets/life-game-rules/score.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,364 @@
"use strict";

//ルール
//スコア計算は生きているセルの総数が増加した時、増加分だけ加算されます
//減少した時は、スコアは変化しません
//スコアが計算され始めてからセルを直接変化させるとエラーが出てしまいます
//生きているセルがなくなるか、ループが起きたら計算終了です

let timer = "stop";
let generationFigure = 0;
let isDragging = false;
let dragMode = 0; // 1: 黒にする, 0: 白にする
let isPlacingTemplate = false;
let patternShape = [];
let patternHeight = 0;
let patternWidth = 0;
let previewCells = [];
let previousBoard = [];
let score = 0;

//変数設定
let boardSize = 20; //盤面の大きさ(20x20)
const cellSize = 600 / boardSize; //セルの大きさ(px)

// around: 周囲の生きたセル数 self: 自身が生きているかどうか
function isNextAlive(around, self) {
// 自身が生きている & 周囲が 2 か 3 で生存
if (self && 2 <= around && around <= 3) {
return self;
}
// 自身が死んでいる & 周囲が 3 で誕生
if (!self && around === 3) {
return 1;
}
return 0;
}

// cellの状態に応じた色を返す関数
function getStyle(cell) {
if (cell === 0) return "white";
// cellの値に応じて色を返す場合はここに追加
return "black"; // デフォルトは黒
}

//Boardの初期化
let board = Array.from({ length: boardSize }, () => Array.from({ length: boardSize }, () => 0));
const table = document.getElementById("game-board");

//盤面をBoardに従って変更する関数達(Boardを変更したら実行する)
function renderBoard() {
// 初回の盤面生成
table.innerHTML = "";
for (let i = 0; i < boardSize; i++) {
const tr = document.createElement("tr");
tr.style.padding = "0";
for (let j = 0; j < boardSize; j++) {
const td = document.createElement("td");
td.style.padding = "0";
const button = document.createElement("button");
button.style.backgroundColor = board[i][j] ? "black" : "white"; //Boardの対応する値によって色を変更
// ボードが大きいときは border をつけない
if (boardSize >= 50) {
button.style.border = "none";
table.style.border = "1px solid black";
} else {
button.style.border = "0.5px solid black";
}
button.style.width = `${cellSize}px`;
button.style.height = `${cellSize}px`;
button.style.padding = "0"; //cellSizeが小さいとき、セルが横長になることを防ぐ
button.style.display = "block"; //cellSizeが小さいとき、行間が空きすぎるのを防ぐ
button.onclick = () => {
if (isPlacingTemplate) {
clearPreview();
isPlacingTemplate = false;
if (i + patternHeight < boardSize + 1 && j + patternWidth < boardSize + 1) {
for (let r = 0; r < patternHeight; r++) {
for (let c = 0; c < patternWidth; c++) {
const boardRow = i + r;
const boardCol = j + c;
board[boardRow][boardCol] = patternShape[r][c];
}
}
if (generationFigure !== 0) {
scoreReset();
}
rerender();
generationChange(0);
stop();
} else {
window.parent.postMessage(
{
type: "Size shortage",
data: {},
},
"*",
);
}
}
};
button.onmousedown = (e) => {
e.preventDefault();
if (timer === "stop" && !isPlacingTemplate) {
isDragging = true;
board[i][j] = !board[i][j];
dragMode = board[i][j];
button.style.backgroundColor = board[i][j] ? "black" : "white";
if (generationFigure > 1) {
scoreReset();
}
}
};
button.onmouseenter = () => {
if (isDragging && timer === "stop" && board[i][j] !== dragMode && !isPlacingTemplate) {
board[i][j] = dragMode;
button.style.backgroundColor = board[i][j] ? "black" : "white";
}
if (isPlacingTemplate) {
drawPreview(i, j);
}
};
td.appendChild(button);
tr.appendChild(td);
}
table.appendChild(tr);
}
}

table.onmouseleave = () => {
if (isPlacingTemplate) {
clearPreview();
}
};

function drawPreview(row, col) {
clearPreview();
for (let r = 0; r < patternHeight; r++) {
for (let c = 0; c < patternWidth; c++) {
if (patternShape[r][c] === 1) {
const boardRow = row + r;
const boardCol = col + c;
if (boardRow < boardSize && boardCol < boardSize) {
const cell = table.rows[boardRow].cells[boardCol].firstChild;
cell.style.backgroundColor = "gray";
previewCells.push({ row: boardRow, col: boardCol });
}
}
}
}
}

function clearPreview() {
previewCells.forEach((cellPos) => {
const cell = table.rows[cellPos.row].cells[cellPos.col].firstChild;
cell.style.backgroundColor = board[cellPos.row][cellPos.col] ? "black" : "white";
});
previewCells = [];
}

function rerender() {
// 2回目以降の盤面生成
for (let i = 0; i < boardSize; i++) {
for (let j = 0; j < boardSize; j++) {
const button = table.children[i].children[j].children[0];

// 色の更新
const currentCellColor = button.style.backgroundColor;
const expectedCellColor = getStyle(board[i][j]);
if (currentCellColor !== expectedCellColor) {
button.style.backgroundColor = expectedCellColor;
}

// セルサイズの更新
const currentCellsize = button.style.width;
const expectedCellsize = `${cellSize}px`;
if (currentCellsize !== expectedCellsize) {
button.style.width = expectedCellsize;
button.style.height = expectedCellsize;
}
}
}
}

document.addEventListener("mouseup", () => {
isDragging = false;
});

renderBoard();
progressBoard();

function scoreReset() {
if (score === 0) return;
previousBoard = [];
showToast(
"盤面が途中で変更されたため得点がリセットされました。スコア:" + score,
"The score has been reset because the board was changed midway through. Score:" + score,
);
score = 0;
}

function generationChange(num) {
//現在の世代を表すgenerationFigureを変更し、文章も変更
generationFigure = num;
window.parent.postMessage(
{
type: "generation_change",
data: generationFigure,
},
"*",
);
}

function progressBoard() {
const newBoard = structuredClone(board);
for (let i = 0; i < boardSize; i++) {
for (let j = 0; j < boardSize; j++) {
//周囲のマスに黒マスが何個あるかを計算(aroundに格納)↓
let around = 0;
let tate, yoko;
if (i === 0) {
tate = [0, 1];
} else if (i === boardSize - 1) {
tate = [0, -1];
} else {
tate = [-1, 0, 1];
}
if (j === 0) {
yoko = [0, 1];
} else if (j === boardSize - 1) {
yoko = [0, -1];
} else {
yoko = [-1, 0, 1];
}
for (let ii = 0; ii < tate.length; ii++) {
for (let jj = 0; jj < yoko.length; jj++) {
if (tate[ii] !== 0 || yoko[jj] !== 0) {
around += board[i + tate[ii]][j + yoko[jj]] !== 0 ? 1 : 0;
}
}
}
//↑周囲のマスに黒マスが何個あるかを計算(aroundに格納)
newBoard[i][j] = isNextAlive(around, board[i][j]);
}
}

// すべて白マスでないか確認
const isAllWhite = newBoard.every((row) => row.every((cell) => cell === 0));
if (isAllWhite) {
// generationFigure が 0 の場合は、初期状態なのでメッセージを送らない
if (generationFigure === 0) {
return;
}
showToast(
"盤面上に生きているセルがなくなりました 終了! スコア:" + score,
"All cells on the board have been cleared. Game over! Score:" + score,
);
window.parent.postMessage({ type: "timer_change", data: "stopped" }, "*");
stop();
previousBoard = [];
}

// ループ確認
const newBoardString = JSON.stringify(newBoard);
if (previousBoard.some((prevBoard) => JSON.stringify(prevBoard) === newBoardString)) {
showToast("ループ発生 終了! スコア:" + score, "Loop detected! End! Score:" + score);
window.parent.postMessage({ type: "timer_change", data: "stopped" }, "*");
stop();
previousBoard = [];
}

let previousLiveCells = board.flat().reduce((sum, cell) => sum + cell, 0);
let currentLiveCells = newBoard.flat().reduce((sum, cell) => sum + cell, 0);
if (previousBoard.length === 0) {
score = 0;
} else {
score += previousLiveCells > currentLiveCells ? previousLiveCells - currentLiveCells : 0;
}

previousBoard.push(board);
if (previousBoard.length > 120) {
previousBoard.shift(); // 120個までに制限
}
board = newBoard;
generationChange(generationFigure + 1);
rerender();
}

//イベント

on.progress = () => {
progressBoard();
};

on.play = () => {
timer = "start";
};

on.pause = () => {
timer = "stop";
};

on.board_reset = () => {
//すべて白にBoardを変更
board = Array.from({ length: boardSize }, () => Array.from({ length: boardSize }, () => 0));
renderBoard();
generationChange(0);
scoreReset();
};

on.board_randomize = () => {
//白黒ランダムにBoardを変更
board = Array.from({ length: boardSize }, () =>
Array.from({ length: boardSize }, () => (Math.random() > 0.5 ? 1 : 0)),
);
renderBoard();
generationChange(0);
scoreReset();
};

on.request_sync = () => {
window.parent.postMessage(
{
type: "sync",
data: {
generationFigure: generationFigure,
boardSize: boardSize,
},
},
"*",
);
console.log("generationFigure:", generationFigure, "boardSize:", boardSize);
};

on.place_template = (template) => {
patternShape = template;
patternHeight = patternShape.length;
patternWidth = patternShape[0].length;
isPlacingTemplate = true;
table.style.cursor = "crosshair";
stop();
};

on.save_board = async () => {
window.parent.postMessage({ type: "save_board", data: board }, "*");
};

on.apply_board = (newBoard) => {
board = newBoard;
renderBoard();
generationChange(0);
stop();
scoreReset();
};

function showToast(jMessage, eMessage) {
timer = "stop";
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ここでタイマーを止めるのは showToast という名前から連想される動作ではなさそう

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というかそもそも life game の中でタイマーの進行状況を管理する必要がないかも?

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再生中は、盤面をなぞっても色を変更しないようにするために使っていますが…
再生中でも色は変更できた方がいいですかね?

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@aster-void aster-void Nov 21, 2025

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再生中に色を変更できないのはなんでだっけ?

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コンフリクトになってしまい、すみません。
+page.svelteに関しては、

  • ”sync”イベントは"get_boardsize"イベントに名称を変更
  • "play", "pause"イベント(おそらく、再生中に色が変更できないようにする機能しかない)は削除
  • timerをtimerIsRunnning(boolean)に変更
  • ルール選択ボタンを移動
    という変更点がmainブランチに加えられました

window.parent.postMessage(
{
type: "show_toast",
data: { japanese: jMessage, english: eMessage },
},
"*",
);
}
12 changes: 12 additions & 0 deletions src/lib/rules-explanation.ts
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
import lifespan from "$lib/assets/life-game-rules/lifespan.js?raw";
import probabilistics from "$lib/assets/life-game-rules/probabilistics.js?raw";
import score from "$lib/assets/life-game-rules/score.js?raw";

export type RuleExplanation = {
name: {
Expand Down Expand Up @@ -35,4 +36,15 @@ export const rulesExplanation = {
},
code: probabilistics,
},
score: {
name: {
ja: "得点システム",
en: "Score system",
},
description: {
ja: "生きたセルの数で得点を競えます",
en: "Compete for points based on the number of living cells",
},
code: score,
},
};
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