Conway's Game Of Life In Godot Using GDScript

I've written about creating Conway's Game Of Life in a number of other articles, so I didn't think this was worth a full article.

Here is the code in full.

extends Node2D

# Set up some variables.
var grid = [];
var xSizeFactor = 1;
var ySizeFactor = 1;
var xResolution = 100;
var yResolution = 100;

# Called when the node enters the scene tree for the first time.
func _ready():
	xSizeFactor = get_viewport().size.x / xResolution;
	ySizeFactor = get_viewport().size.y / yResolution;
	createGrid(xResolution, yResolution);

# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	grid = runGeneration(xResolution + delta, yResolution + delta);
	queue_redraw();
	pass;

# Called when CanvasItem has been requested to redraw.
func _draw():
	generateBoard(xResolution, yResolution)
	pass

# Set up a random grid.
func createGrid(x_resolution, y_resolution):
	grid = range(0, x_resolution)
	for x in range(0, x_resolution):
		grid[x] = range(0, y_resolution)
		for y in range(0, y_resolution):
			grid[x][y] = randi_range(0, 1)

# Draw a square on the game board for every live cell in the grid.
func generateBoard(x_resolution, y_resolution):
	for x in range(0, x_resolution):
		for y in range(0, y_resolution):
			var realx = x * xSizeFactor
			var realy = y * ySizeFactor
			if grid[x][y] == 1:
				draw_rect(Rect2(realx, realy, xSizeFactor, ySizeFactor), Color(1, 1, 1))

# Run the generation from one grid to another.
func runGeneration(x_resolution, y_resolution):
	# Generate new empty grid to populate with result of generation.
	var return_grid = range(0, x_resolution)
	for x in range(0, x_resolution):
		return_grid[x] = range(0, y_resolution)
		for y in range(0, y_resolution):
			return_grid[x][y] = 0

	# Iterate over the grid.
	for x in range(0, x_resolution):
		for y in range(0, y_resolution):
			var neighbours = numberNeighbours(x, y)
			if grid[x][y] == 1:
				# Current cell is alive.
				if neighbours < 2:
					# Cell dies (rule 1).
					return_grid[x][y] = 0
				elif neighbours == 2 or neighbours == 3:
					# Cell lives (rule 2).
					return_grid[x][y] = 1
				elif neighbours > 3:
					# Cell dies (rule 3).
					return_grid[x][y] = 0
			else:
				# Current cell is dead.
				if neighbours == 3:
					# Make cell live (rule 4).
					return_grid[x][y] = 1
	return return_grid
		
# Count the number of neighbours.
func numberNeighbours(x, y):
	var count = 0

	var xrange = [x-1, x, x+1]
	var yrange = [y-1, y, y+1]

	for x1 in xrange:
		for y1 in yrange:
			if x1 == x and y1 == y:
				# Don't count this cell.
				continue
			if x1 < grid.size() - 1 and y1 < grid[x1].size() - 1:
				# Cell exists.
				if grid[x1][y1] == 1:
					count += 1
	return count

This is all running on a single Node2D scene. If you run the project in debug mode you should see something like this.

A screenshot of Conway's Game of Life running in Godot.

This is in a 500x500 window.

If you want to know more about the Game of Life algorithm then look at the following articles.

Add new comment

The content of this field is kept private and will not be shown publicly.
CAPTCHA
10 + 3 =
Solve this simple math problem and enter the result. E.g. for 1+3, enter 4.
This question is for testing whether or not you are a human visitor and to prevent automated spam submissions.