![]() ![]() My implementation of the Game of Life engine in Python is available in a single Python file, without any external dependencies. In the next section I'll show you an implementation of this simulation in Python! Game of Life in Python The simulation rules can be generalized by making the number of neighbors used by the survival and birth rules configurable, so the standard survival rule can be described as and the birth rule as. With these simple rules it is possible to build many interesting patterns, some of which constantly change and mutate. The birth rule: If the cell is dead and has exactly 3 neighbors alive, then it becomes alive, else it stays dead.The survival rule: If the cell is alive and has exactly 2 or 3 neighbors alive, then it stays alive, else it dies.Here are the rules that govern the simulation: The rules are based on the current state of the cell and the state of its eight neighboring cells. At each time step, the simulation runs through every cell to update its state based on two rules. Each cell in the grid can be in one of two states: alive or dead. The Game of Life runs on an infinite two-dimensional grid. In this article you will learn about the following topics:įor those of you who are not familiar with Conway's Game of Life, here is a short introduction to how this simulation works. Testing this code will present us with a few new challenges. ![]() In this article I will focus on testing the engine (testing GUIs will be covered in a future article). My implementation of this game has an engine part, where the data structures and algorithm of the simulation are implemented, and a graphical user interface (GUI) part. In this article I will introduce you to Conway's Game of Life, an interesting simulation that plays animated patterns on a grid. Like the other version I linked it displays the output in the Linux terminal, but both versions should be easy to adapt to pygame or another GUI framework.This is the second part of my series on unit testing Python applications. You may also like to check out this moderately efficient version I wrote that uses Numpy: numpy_life.py. Take a look at this answer I wrote earlier this month for an alternative.Įventually, you should give your program the ability to read the common RLE format used by many Life programs. Your CELL_MAP isn't a convenient way to put Life patterns into your program, but I guess it's ok for testing purposes. Here's the same thing as a list comprehension: CELL_LIST = [Cell(bool(v), x, y)īut as I said earlier, it's probably a good idea to make CELL_LIST a 2D list: cell_list = Here's a more compact way to build your CELL_LIST than what your code currently does: CELL_LIST = Your checkNeighbours method is extremely inefficient: for each cell, it scans the entire grid looking for a cell's neighbours! A simple alternative is to store your cells in a 2D list so you can quickly locate a cell's neighbours. I have a few more comments about your code. Self.alive = self.neighbours = 3 or self.alive and self.neighbours = 2 Here's a more compact version of that method: def breed(self): You should probably do that resetting in the. So in each generation each cell's new neighbour count gets added to the previous accumulated neighbour count. However, the bug that's causing your error is that you don't reset a cell's neighbour count to zero after you've determined whether it'll be alive or dead in the next generation. I don't have pygame installed, so I can't run your code. #dead cell ressurects if neighbours equals 3 If self.alive = False and self.neighbours = 3: If cell.x = self.x-1 and cell.y = self.y and cell.alive = True:Įlif cell.x = self.x+1 and cell.y = self.y and cell.alive = True:Įlif cell.x = self.x-1 and cell.y = self.y-1 and cell.alive = True:Įlif cell.x = self.x and cell.y = self.y-1 and cell.alive = True:Įlif cell.x = self.x+1 and cell.y = self.y-1 and cell.alive = True:Įlif cell.x = self.x-1 and cell.y = self.y+1 and cell.alive = True:Įlif cell.x = self.x and cell.y = self.y+1 and cell.alive = True:Įlif cell.x = self.x+1 and cell.y = self.y+1 and cell.alive = True: I posted the whole code below as I dont know where my mistake is, but I'd highly appreciate if someone would point me in the right direction. I read the code over and over and I dont really get what I'm missing here. in the code below (CELL_MAP)) it does not work the way it should. The problem is that when I test it with some known starting patterns (e.g. The way it works is that I have a list of cell-instances, which then check how many neighbours they have and then either stay alive or die, based on their neighbours. So I read about Conways Game of Life and tried to implement it with PyGame. ![]()
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