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pixcellular

v2.8.6

Published

Small grid framework to create ecosystem models and simulations

Downloads

236

Readme

pixcellular/pxl

npm version build

Small grid framework to create ecosystem models and simulations.

Introduction

With pxl we can model a world filled with entities, each entity containing specific properties and a specific set of behavioural rules.

Mapping the world

To create a new pxl world we pass it a map in which every symbol marks an entity.

const map = [
  'o  ',
  ' o ',
  '   '
];

Every entity on our map can have properties:

const organisms = [
  {location: new Vector(0, 0), energy: 10},
  {location: new Vector(1, 1), energy: 20}
];

In the map above the o marks two entities with two properties: a required location property, and the energy level of an organism. You can give any symbol any property you want.

Note: entity properties need a location. Pxl will use it to map the symbols on the map to their properties.

Defining behaviour

All entities behave in a certain way. For the o organism we can define a specific set of behavioural rules using the Entity.handle function:

class MyEntity {
  symbol: 'o';
  props;

  // Organisms behave according to specific rules:
  handle = (location, world) => {
    // Get a view of neighbouring cells:
    const view = new pxl.Neighbours(world, location);

    // Find random empty space:
    const spaceDirection = view.findDirRand(e => e.symbol === ' ');

    if (spaceDirection) {
      // Move randomly:
      view.put(spaceDirection, this);
    }

    // Living costs energy:
    this.props.energy--;

    // ... And no energy means death:
    if (this.props.energy <= 0) {
      // Remove entity from world:
      view.remove(spaceDirection || pxl.ZERO);
    }
  }
}

Building entities

Pxl converts the map and properties into a world with acting entities. It does this using EntityBuilders:

const builders = new EntityBuilderMap();

// Every entity can have its own props:
builders.add('o', {build: (props) => ({symbol: 'o', props})});

Starting simulation

Finally, we can put all our building blocks together:

const world = new World({
  map, 
  entityProps: organisms, 
  builders
});

Let's make the world go round:

while (organisms.find(e => e.energy)) {
  console.log(world.turn().toMap());
}

More complex behaviour

This is a very simple example, and you probably want to give your entities more complex behaviour. To prevent outrageously unreadable handler functions, pxl offers a way to divide your behaviour into smaller parts using a BehaviourGraph. You can find an example with documented code in the herbivore example.

Generating maps

Instead of creating maps by hand, you might want to generate them with the PerlinMapBuilder that uses Perlin noise to populate maps with your symbols. You could also create your own implementation of the MapBuilder interface. You can find an example with documented code in the herbivore example.

Development

Prepare

Run: npm i

Test

Run: npm t