markdown freeCodeCamp:打造生命游戏

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$shadow: 0px 16px 30px 0px #200;
$alive: #fbb;
$old: #e44;
$dead: #000;
$font-color: #ddd;
$bezel-background: #333;
$bezel-dark: #222;


body {
	background-image: radial-gradient(#c44, #111);
	margin: 0;
	padding: 0;
}
a {
	color: $font-color;
	text-decoration: none;
}
header {
	position: fixed;
	top: 0;
	background: $bezel-background;
	width: 100%;
	padding: 5px;
	height: 40px;
	text-align: center;
	font-size: 30px;
	font-family: courier;
	color: $font-color;
}
.thing {
	width: 0;
	height: 0;
}
#container {
	background: #000;
	width: 840px;
	height: 600px;
	margin: 0px auto;
	border: 9px solid $bezel-background;
	border-radius: 9px;
	box-shadow: 0px 16px 30px 0px #200;
}
.cell {
	font-size: 9px;
	width: 11px;
	height: 11px;
	border-top: 1px solid $bezel-background;
	border-left: 1px solid $bezel-dark;
	margin: 0px;
	float: left;
  	border-radius: none;
}

.cell:nth-child(70n + 1) {
	clear: both;
}

.alive {
	background: $alive;
}
.old {
	background: $old;
}
.dead {
	background: $dead;
}

.topMenu {
	background: #333;
	width: 580px;
	height: 40px;
	margin: 65px auto 0;
	padding-top: 5px;
	border-radius: 15px 15px 0 0;
	box-shadow: $shadow;
}
.bottomMenu {
	background: #333;
	width: 650px;
	height: 70px;
	margin: 0px auto;
	border-radius: 0 0 15px 15px;
	box-shadow: $shadow;
}
button {
	background: #222;
	color: $font-color;
}

.bottomMenu p {
	float: left;
	color: #bbb;
	font-family: courier;
	font-size: 20px;
	margin: 3px 8px 5px 28px;
	clear: both;
}

.topButton {
	width: 100px;
	height: 30px;
	margin: 4px 8px 0 8px;
	float: left;
	font-size: 20px;
	border-radius: 5px;
}
.counter {
	margin: 7px 0 0 365px;
	font-family: courier;
	font-size: 20px;
	color: $font-color;
}
.bottomButtonRow1 {
	display: inline-block;
	width: 140px;
	height: 27px;
	margin: 0 5px;
	float: left;
	font-size: 16px;
	border-radius: 5px;
}
.bottomButtonRow2 {
	display: inline-block;
	width: 140px;
	height: 27px;
	margin: 5px 5px;
	float: left;
	font-size: 16px;
	border-radius: 5px;
}

.activeButton {
	background: #faa;
	color: $bezel-dark;
}
.notice {
	background: $bezel-background;
	margin: 20px auto;
	padding: 20px;
	width: 600px;
	height: 40px;
	font-family: courier;
	font-size: 16px;
	color: $font-color;
	border-radius: 15px;
	box-shadow: $shadow;
}
<script src="//cdnjs.cloudflare.com/ajax/libs/react/0.14.0/react.min.js"></script>
<script src="//cdnjs.cloudflare.com/ajax/libs/react/0.14.0/react-dom.js"></script>
<script src="//cdnjs.cloudflare.com/ajax/libs/jquery/2.1.3/jquery.min.js"></script>
var board = [];
var width = 70;
var height = 50;
var cells = width * height;
var running = 0;
var delay = 50;
var generation = 0;
var ReactCell;

$(document).ready(function() {
	$(".gen").text("0");
	$(".population").text("0");
	clearBoard();
	initialSet();
	createBoard();
	activateBoard();
	running = 1;
	runIt();
});


function clearBoard() {
	board = [];
	for (var i = 0; i < (cells); i++) {
		board[i] = {id: i, status: "cell dead"};
	}
	generation = 0;
	$(".gen").text("0");
};


function createBoard() {
	$('#container').empty();

	ReactCell = React.createClass({
		
		getInitialState: function() {
			//sets the initial state to the contents of the board variable
			return {cellBoard: board};
		},
		componentDidMount: function() {
			//componentDidMount is called when the component is rendered. This can
			//be uncommented so that repeated drawBoard() calls are not required.
			
			//this.timer = setInterval(this.updateCells, delay);
		},
		//componentWillUnmount is called if the component is closed
		componentWillUnmount: function() {
			//clearInterval(this.timer);
		},
		updateCells: function() {
			this.setState({cellBoard: this.props.board});
		},
		render: function() {

			return (
				<div>
					{this.props.board.map(function(cell, i) {
						return(<div className={cell.status} key={i} id={i}></div>);
					})
					}
				</div>
			);
	    }
	});
		
	drawBoard();

}

function runGeneration() {

	var newBoard = [];

	var cellStatus = '';

	for (var i = 0; i < (cells); i++) {

		newBoard.push({id: i, status: "cell dead"});

		var check = cellCheck(i);

		//keeps the living cell alive if it has 2 or 3 living neighbors
		if ((board[i].status == "cell alive" || board[i].status == "cell alive old") && (check == 3 || check == 2)) {
			newBoard[i] = {id: i, status: "cell alive old"};
		}
		//brings the dead cell to life if there are exactly 3 neighbors
		if (board[i].status == "cell dead" && check == 3) {
			newBoard[i] = {id: i, status: "cell alive"};
		}

	};
	
	//check to see if all of the cells are dead.  Stops the run.
	for (var i = 0; i < cells; i++) {
		if (board[i].status == "cell alive" || board[i].status == "cell alive old") {break;}
		if (i == cells - 1) {
			//alert("They're all dead! Reseting.  :)");
      $('.clear').addClass('activeButton');
      setTimeout(function() {
        $('.clear').removeClass('activeButton');
      }, 400);
			running = 0;
			clearBoard();
			drawBoard();
		}
	}
	
	return newBoard;
};


function drawBoard(passedBoard) {
	ReactDOM.render(<ReactCell board={board} generation={generation}/>, document.getElementById('container'));
};


function activateBoard() {
	$('.cell').click(function() {
		var cellNum = $(this).attr('id');
		if (board[cellNum].status == "cell alive" || board[cellNum].status == "cell alive old") {
			board[cellNum].status = "cell dead";
		} else {
			board[cellNum].status = "cell alive";
		}
		drawBoard();
		console.log(cellNum + " " + board[cellNum].status);
	})

	$('.clear').click(function() {
		$('.stop').removeClass('activeButton');
		$('.clear').addClass('activeButton');
		setTimeout(function() {
			$('.clear').removeClass('activeButton');
		}, 700);
		running = 0;
		generation = 0;
		clearBoard();
		drawBoard();
		$(".gen").text('0');
		$(".population").text('0');
	});

	$('.run').click(function() {
		$('.stop').removeClass('activeButton');
		$('.reset').removeClass('activeButton');
		$('.run').addClass('activeButton');
		setTimeout(function() {
			$('.run').removeClass('activeButton');
		}, 700);
		running = 1;
		runIt();
	});

	$('.stop').click(function() {
		$('.stop').addClass('activeButton');
		running = 0;
	});

	$('.50').click(function() {
		running = 0;
		width = 50;
		height = 30;
		cells = width * height;
		clearBoard();
		createBoard();
		$('.70').removeClass('activeButton');
		$('.100').removeClass('activeButton');
		$('.50').addClass('activeButton');
		$('.cell:nth-child(70n + 1)').css("clear", "none");
		$('.cell:nth-child(100n + 1)').css("clear", "none");
		$('.cell:nth-child(50n + 1)').css("clear", "both");
		$('.cell').css({"width":"12px","height":"12px"})
		$('#container').css({"width": "650px", "height": "390px"});
		removeListeners();	
		activateBoard();
		console.log("w: " + width + " h: " + height);
	});
	$('.70').click(function() {
		running = 0;
		width = 70;
		height = 50;
		cells = width * height;
		clearBoard();
		createBoard(board);
		$('.50').removeClass('activeButton');
		$('.100').removeClass('activeButton');
		$('.70').addClass('activeButton');
		$('.cell:nth-child(100n + 1)').css("clear", "none");
		$('.cell:nth-child(50n + 1)').css("clear", "none");
		$('.cell:nth-child(70n + 1)').css("clear", "both");
		$('.cell').css({"width":"11px","height":"11px"})
		$('#container').css({"width": "840px", "height": "600px"});
		removeListeners();		
		activateBoard();
		console.log("w: " + width + " h: " + height);
	});
	$('.100').click(function() {
		running = 0;
		width = 100;
		height = 80;
		cells = width * height;
		clearBoard();
		createBoard(board);
		$('.50').removeClass('activeButton');
		$('.70').removeClass('activeButton');
		$('.100').addClass('activeButton');
		$('.cell:nth-child(50n + 1)').css("clear", "none");
		$('.cell:nth-child(70n + 1)').css("clear", "none");
		$('.cell:nth-child(100n + 1)').css("clear", "both");
		$('.cell').css({"width":"8px","height":"8px"})
		$('#container').css({"width": "900", "height": "720"});
		removeListeners();
		activateBoard();
		console.log("w: " + width + " h: " + height);
	});
	$('.slow').click(function() {
		delay = 200;
		$('.medium').removeClass('activeButton');
		$('.fast').removeClass('activeButton');
		$('.slow').addClass('activeButton');
	});
	$('.medium').click(function() {
		delay = 110;
		$('.slow').removeClass('activeButton');
		$('.fast').removeClass('activeButton');
		$('.medium').addClass('activeButton');
	});
	$('.fast').click(function() {
		delay = 50;
		$('.slow').removeClass('activeButton');
		$('.medium').removeClass('activeButton');
		$('.fast').addClass('activeButton');
	});
};

function removeListeners() {
	$('.50').off();
	$('.70').off();
	$('.100').off();
	$('.run').off();
	$('.reset').off();
	$('.stop').off();
	$('.cell').off();
	$('.slow').off();
	$('.medium').off();
	$('.fast').off();
};

function runIt() {
	if (running == 1) {
		setTimeout(function() {
      generation++;
			board = runGeneration();
			$(".gen").text(generation);
			setTimeout(function() {
				drawBoard();
				runIt();
			},delay);
		},0);
	}
};


function cellCheck(i) {

	var count = 0;
	var borderCell = 0;
	//checks wrap-around for the top row going upward to the bottom
	if (i >= 0 && i <= (width - 1)) {
		borderCell = 1;
		var dif = width - i;
		//console.log('i:' + i + ' dif:' + dif + ' cell:' + (cells - dif));
		if (board[cells - dif].status == "cell alive" 
			|| board[cells - dif].status == "cell alive old") {
			count++;
			//console.log(status + ' 1 high center one for: ' + i + ' cell: ' + (cells - dif));
		}
		if (i != 0 && (board[cells - dif - 1].status == "cell alive" 
			|| board[cells - dif - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 1 high left one for: ' + i + ' cell: ' + (cells - dif - 1));
		}
		if (i != (width - 1) && (board[cells - dif + 1].status == "cell alive" 
			|| board[cells - dif + 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 1 high right one for: ' + i + ' cell: ' + (cells - dif + 1));
		}
		//normal checks, not involving wrap-arounds
		if (i != 0 && (board[i + width - 1].status == "cell alive" 
			|| board[i + width - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 1 low left one for: ' + i + ' cell: ' + (i + width - 1));
		}
		if (board[i + width].status == "cell alive" 
			|| board[i + width].status == "cell alive old") {
			count++;
			//console.log(status + ' 1 low center one for: ' + i + ' cell: ' + (i + width));
		}
		if (i != (width - 1) && (board[i + width + 1].status == "cell alive" 
			|| board[i + width + 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 1 low right one for: ' + i + ' cell: ' + (i + width + 1));
		}
		if (i != 0 && (board[i - 1].status == "cell alive" 
			|| board[i - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 1 left one for: ' + i + ' cell: ' + (i - 1));
		}
		if (i != (width - 1) && (board[i + 1].status == "cell alive" 
			|| board[i + 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 1 right right one for: ' + i + ' cell: ' + (i + 1));
		}
	}
	//checks wrap-around for the bottom row going down to the top row
	if (i >= (cells - width) && i <= (cells - 1)) {
		borderCell = 1;
		var dif = i + width - cells;
		//console.log('i:' + i + ' dif:' + dif + ' cell:' + (cells - dif));
		if (board[dif].status == "cell alive" 
			|| board[dif].status == "cell alive old") {
			count++;
			//console.log(status + ' 2 low center one for: ' + i + ' cell: ' + (cells - dif));
		}
		if (i != (cells - width) && (board[dif - 1].status == "cell alive" 
			|| board[dif - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 2 low left one for: ' + i + ' cell: ' + (cells - dif - 1));
		}
		if (i != (cells - 1) && (board[dif + 1].status == "cell alive" 
			|| board[dif + 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 2 low right one for: ' + i + ' cell: ' + (cells - dif + 1));
		}
		//normal checks, not involving wrap-arounds
		if (i != (cells - width) && (board[i - width - 1].status == "cell alive" 
			|| board[i - width - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 2 high left for: ' + i + ' cell: ' + (i - width - 1));
		}
		if (board[i - width].status == "cell alive" 
			|| board[i - width].status == "cell alive old") {
			count++;
			//console.log(status + ' 2 high center for: ' + i + ' cell: ' + (i + width));
		}
		if (i != (cells - 1) && (board[i - width + 1].status == "cell alive" 
			|| board[i - width + 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 2 high right for: ' + i + ' cell: ' + (i - width - 1));
		}
		if (i != (cells - width) && (board[i - 1].status == "cell alive" 
			|| board[i - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 2 left for: ' + i + ' cell: ' + (i - 1));
		}
		if (i != (cells - 1) && (board[i + 1].status == "cell alive" 
			|| board[i + 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 2 right for: ' + i + ' cell: ' + (i + 1));
		}

	}
	//checks for cells on the right border (wraping around to left)
	if (((i + 1) % width) == 0) {
		borderCell = 1;

		//to the 'immediate right' with wrap-around
		if (board[i - width + 1].status == "cell alive" 
			|| board[i - width + 1].status == "cell alive old") {
			count++;
			//console.log(status + ' 3 right for: ' + i + ' cell: ' + (i - width + 1));
		}
		//to the 'lower right' with wrap-around
		if (i != (cells - 1) && (board[i + 1].status == "cell alive" 
			|| board[i + 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 3 lower right: ' + i + ' cell: ' + (i + 1));
		}
		//to the 'lower right' with wrap-around for the last cell
		if (i == (cells - 1) && (board[0].status == "cell alive" 
			|| board[0].status == "cell alive old")) {
			count++;
			//console.log(status + ' 3 lower right for last cell: ' + i + ' cell: 0');
		}
		//to the 'upper right' with wrap-around for all but the cell
		//in the upper right
		if (i > width && (board[i - (2 * width) + 1].status == "cell alive" 
			|| board[i - (2 * width) + 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 3 upper right: ' + i + ' cell: ' + (i - (2 * width) + 1));
		}
		//to the 'upper right' with wrap-around for the
		//cell in the upper right
		if (i == width - 1 && (board[(cells - width)].status == "cell alive" 
			|| board[(cells - width)].status == "cell alive old")) {
			count++;
			//console.log(status + ' 3 highdiag one for upper right cell: ' + i + ' cell: ' + (cells + 1 - width));
		}

		//normal checks for normal cells that don't wrap around

		//checks for the cell directly above (non-wrapping)
		if (i != (width - 1) && i != (cells - 1) && (board[i - width].status == "cell alive" 
			|| board[i - width].status == "cell alive old")) {
			count++;
			//console.log(status + ' 3 center top for: ' + i + ' cell: ' + (i - width));
		}
		//checks for the cell directly below (non-wrapping)
		if (i != (cells - 1) && i != (width - 1) && (board[i + width].status == "cell alive" 
			|| board[i + width].status == "cell alive old")) {
			count++;
			//console.log(status + ' 3 center bottom for: ' + i + ' cell: ' + (i + width));
		}
		if (i != (cells - 1) && i != (width - 1) && (board[i + width - 1].status == "cell alive" 
			|| board[i + width - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 3 lower left: ' + i + ' cell: ' + (i + width - 1));
		}
		if (i != (cells - 1) && i != (width - 1) && (board[i - 1].status == "cell alive" 
			|| board[i - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 3 left: ' + i + ' cell: ' + (i - 1));
		}
		if (i != (width - 1) && i != (cells - 1) && (board[i - width - 1].status == "cell alive" 
			|| board[i - width - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 3 upper left: ' + i + ' cell: ' + (i - width - 1));
		}
		if (i == (width - 1) && (board[cells - width - 1].status == "cell alive" 
			|| board[cells - width - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 3 upper left for top left cell: ' + i + ' cell: ' + (i + width - 1));
		}

	}
	//checks for cells on the left border (wraping around to right)
	if (((i) % width) == 0 || i == 0) {
		borderCell = 1;

		//to the 'immediate left' with wrap-around
		if (board[i + width - 1].status == "cell alive" 
			|| board[i + width - 1].status == "cell alive old") {
			count++;
			//console.log(status + ' 4 left one for: ' + i + ' cell: ' + (i + width - 1));
		}
		//to the 'lower left' with wrap-around for all but lowest left cell
		if (i != (cells - width) && (board[i + (width * 2) - 1].status == "cell alive" 
			|| board[i + (width * 2) - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 4 lower left one for: ' + i + ' cell: ' + (i + (width * 2) - 1));
		}
		//to the 'lower right' with wrap-around for the low left cell
		if (i == (cells - width) && (board[width - 1].status == "cell alive" 
			|| board[width - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 4 low left one for lowest left cell: ' + i + ' cell: ' + (width - 1));
		}
		//to the 'upper left' with wrap-around for all but the cell in the upper left
		if (i >= width && (board[i - 1].status == "cell alive" 
			|| board[i - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 4 highleft one for: ' + i + ' cell: ' + (i - 1));
		}
		//to the 'upper left' with wrap-around for the cell in the upper left
		if (i == 0 && (board[cells - 1].status == "cell alive" 
			|| board[cells - 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 4 highleft one for upper left cell: ' + i + ' cell: ' + (cells - 1));
		}

		//normal checks for normal cells that don't wrap around

		//checks for the cell directly above (non-wrapping)
		if (i != (width + 1) && i != (cells - width) && i != 0 && (board[i - width].status == "cell alive" 
			|| board[i - width].status == "cell alive old")) {
			count++;
			//console.log(status + ' 4 center top for: ' + i + ' cell: ' + (i - width));
		}
		//checks for the cell directly below (non-wrapping) for all but cell 0
		//or the lower left cell
		if (i < (cells - width) && i != 0 && (board[i + width].status == "cell alive" 
			|| board[i + width].status == "cell alive old")) {
			count++;
			//console.log(status + ' 4 center bottom for: ' + i + ' cell: ' + (i + width));
		}
		//checks for the cell to the upper right (non-wrapping) for all but cell 0
		//or the lower left cell
		if (i != 0 && i != (cells - width) && (board[i - width + 1].status == "cell alive" 
			|| board[i - width + 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 4 upper right for: ' + i + ' cell: ' + (i - width + 1));
		}
		//checks for the cell to the immediate right (non-wrapping)
		if (i != 0 && i != (cells - width) && (board[i + 1].status == "cell alive" 
			|| board[i + 1].status == "cell alive old")) {
			count++;
			//console.log(status + ' 4 right for: ' + i + ' cell: ' + (i + 1));
		}
		//checks for the cell to the lower right (non-wrapping) for all
		//but lower left cell and cell 0
		
		if (i < (cells - width) && i != 0) {
			if (board[i + width + 1].status == "cell alive" 
				|| board[i + width + 1].status == "cell alive old") {
				count++;
				//console.log(status + ' 4 lower right for: ' + i + ' cell: ' + (i + width + 1));
			}
		} 

	}

	if (borderCell == 0) {
		if (board[i - width].status == "cell alive" 
			|| board[i - width].status == "cell alive old") {
			count++;
			//console.log(status + ' non-border -- upper center for: ' + i);
		}
		if (board[i - width - 1].status == "cell alive" 
			|| board[i - width - 1].status == "cell alive old") {
			count++;
			//console.log(status + ' non-border -- upper left for: ' + i);
		}
		if (board[i - width + 1].status == "cell alive" 
			|| board[i - width + 1].status == "cell alive old") {
			count++;
			//console.log(status + ' non-border -- upper right for: ' + i);
		}
		if (board[i - 1].status == "cell alive" 
			|| board[i - 1].status == "cell alive old") {
			count++;
			//console.log(status + ' non-border -- left for: ' + i);
		}
		if (board[i + 1].status == "cell alive" 
			|| board[i + 1].status == "cell alive old") {
			count++;
			//console.log(status + ' non-border -- right for: ' + i);
		}
		if (board[i + width].status == "cell alive" 
			|| board[i + width].status == "cell alive old") {
			count++;
			//console.log(status + ' non-border -- lower center for: ' + i);
		}
		if (board[i + width - 1].status == "cell alive" 
			|| board[i + width - 1].status == "cell alive old") {
			count++;
			//console.log(status + ' non-border -- lower left for: ' + i);
		}
		if (board[i + width + 1].status == "cell alive" 
			|| board[i + width + 1].status == "cell alive old") {
			count++;
			//console.log(status + ' non-border -- lower right for: ' + i);
		}
	}
	return count;
};

function initialSet() {
	//populates the board with random living initial cells
  
	for (var i = 0; i < cells; i++) {
		var schrodingersCell = Math.floor(Math.random() * 2);
		if (schrodingersCell === 0) {
			board[i] = {id: i, status: "cell alive old"};
		} else {
			board[i] = {id: i, status: "cell dead"};
		}
	}
};









<head>
	<meta charset="utf-8">
	<title>DivLife!</title>
	<meta name="viewport" content="width=device-width, initial-scale=1">
</head>


<body>

<header><a href="https://www.math.cornell.edu/~lipa/mec/lesson6.html" target="_blank">
ReactJS Game of Life (click to learn more)</a></header>

<div class="topMenu">
	<button class='run topButton'>Run</button>
	<button class='stop topButton'>Pause</button>
	<button class='clear topButton'>Clear</button>
	<div class="counter">Generation: <span class="gen"></span></div>

</div>

<div id='container'></div>

<div class="bottomMenu">
	<p>Board Size:</p>
	<button class='50 bottomButtonRow1'>Size: 50x30</button>
	<button class='70 bottomButtonRow1 activeButton'>Size: 70x50</button>
	<button class='100 bottomButtonRow1'>Size: 100x80</button>
	<p>Sim Speed:&nbsp;</p>
	<button class='slow bottomButtonRow2'>Slow</button>
	<button class='medium bottomButtonRow2'>Medium</button>
	<button class='fast bottomButtonRow2 activeButton'>Fast</button>
</div>

<div class='notice'>
	Feel free to add cells while it's running. The cells in light red are younger, dark red are older.  Enjoy!
</div>

<div id='divTest'></div>

</body>
freeCodeCamp : Build the Game of Life
-------------------------------------


Forked from [Philip Michaels](http://codepen.io/Cheezily/)'s Pen [ReactJS Game of Life!](http://codepen.io/Cheezily/pen/RrrbXW/).

Forked from [Free Code Camp](http://codepen.io/FreeCodeCamp/)'s Pen [ReactJS Game of Life!](http://codepen.io/FreeCodeCamp/pen/dGOOrZ/).

Forked from [Jonathan Graham](http://codepen.io/theflametrooper/)'s Pen [ReactJS Game of Life!](http://codepen.io/theflametrooper/pen/dMWzGx/).

A [Pen](https://codepen.io/harunpehlivan/pen/oEKWBE) by [HARUN PEHLİVAN](https://codepen.io/harunpehlivan) on [CodePen](https://codepen.io).

[License](https://codepen.io/harunpehlivan/pen/oEKWBE/license).

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