The Matrix
struct represents a grid with size. It provides methods for matrix a new matrix, updating current matrix with reference and print current matrix.
You can use the Matrix
struct to simulate Conway's Game of Life.
use Creature;
// Example usage
let mut matrix: Matrix = Matrix {
size: 2,
grid: vec![
vec![Creature::new(0, 0, 2), Creature::new(0, 1, 2)],
vec![Creature::new(1, 0, 2), Creature::new(1, 1, 1)],
],
};
let ref_mat: Matrix = matrix.clone();
matrix.update_matrix(&ref_mat);
assert_eq!(
matrix.grid,
vec![
vec![Creature::new(0, 0, 2), Creature::new(0, 1, 2)],
vec![Creature::new(1, 0, 2), Creature::new(1, 1, 2)],
]
);
The Creature
struct represents a creature with coordinates and an alive state. It provides methods for creating a new creature, setting its alive state, checking its neighboring creatures, and counting the number of alive neighbors.
You can use the Creature
struct to simulate and manipulate creatures within a game matrix.
// Example usage
let matrix: Vec<Vec<Creature>> = vec![
vec![Creature::new(0, 0, 1), Creature::new(0, 1, 2)],
vec![Creature::new(1, 0, 1), Creature::new(1, 1, 1)]
];
let mut c_0 = matrix[0][0].clone();
c_0.check_still_alive(matrix);
assert_eq!(c_0.alive, false);
This project is licensed under the MIT License and Apache 2.0 License - see the LICENSE_*
files for details.