Elements:Life/ru
Properties | |
---|---|
Section | Life |
Spawn temperature | 8726.85°C |
Heat Conductivity | 16% |
Relative weight | 100 |
Gravity | 0 |
Acid dissolve rate | 0% |
Flammability | 0 |
State | Solid |
Misc properties | |
Source code |
LIFE это элемент, который представляет из себя различные клеточные автоматы. Все эти наборы правил могут быть найдены в меню "жизни".
Все кнопки в меню "жизни" создают частицу LIFE, но с разным ctype, который определяет каким правилам подчиняется частица.
Powder Toy также имеет ещë один КА, но его описание отсутствует здесь из-за особой механики работы - WireWorld (WWLD).
Contents
- 1 Game of Life
- 2 High Life
- 3 Assimilation
- 4 2×2
- 5 Day and Night
- 6 Amoeba
- 7 Move
- 8 Pseudo Life
- 9 Diamoeba
- 10 34
- 11 Long Life
- 12 Stains
- 13 Seeds
- 14 Maze
- 15 Coagulations
- 16 Walled cities
- 17 Gnarl
- 18 Replicator
- 19 Mystery
- 20 Star Wars
- 21 Living on the Edge
- 22 Brian 6
- 23 Frogs
- 24 Like Frogs Rule
- 25 Custom GOL
- 26 How it works
Game of Life
Правило: 23/3
Ссылка на Wiki: [1]
Этот элемент соответствует оригинальной игре "жизнь" от Джона Конвея, которая является самой старой по сравнению с остальными КА в Powder Toy. В ней можно создавать гигантских размеров механизмы, и хоть игровое поле довольно сильно ограничено в размерах, множество интересных вещей всë ещë может быть построено в TPT.
Каждый кадр каждый пиксель просчитывается компьютером, который смотрит количество живых соседних клеток у каждой частицы. Если живая клетка окружена 2 или 3 другими живыми клетками, то она остаëтся живой и на следующем кадре, в ином же случае клетка умирает. Если же клетка пуста и окружена ровно 3 живыми соседями, то на следующем кадре эта клетка тоже становится живой. Такие простые правила приводят к довольно сложному поведению.
Фигуры, остающиеся неподвижными и неизменными со временем, называются натюрмортами. Если фигура неподвижна и периодически повторяет свою изначальную форму, то она называется осциллятором. А если фигура способна передвигаться, полностью повторяя свои прежние формы, то она зовëтся космическим кораблём. Есть множество других типов фигур, для более подробного ознакомления советуем посетить LifeWiki. Выше перечисленные названия были придуманы для оригинальной игры "жизнь", но могут применяться и для других клеточных автоматов.
Цифры первого числа в правиле КА обозначают количество соседей, при которых клетка выживает, цифры же второго числа обозначают количество соседей, при которых рождается новая клетка. Также, такие клеточные автоматы как Star Wars, Frog, Frog 2 и т.д, имеют дополнительное число в правиле, показывающее, сколько кадров подряд способна пережить живая клетка в смертельных условиях.
High Life
Правило: 23/36
Тоже самое, что и "жизнь", но с расширенным правилом. High Life клетка выживает, если окружена 2 или 3 живыми соседями, а новая клетка появляется при 3 или 6 живых соседях. Из-за этой дополнительной шестëрки в HL могут появиться уникальные виды космических кораблей и даже фигуры, которые воспроизводят самих себя. Но в основном это вся та же классическая GOL. [2]
Assimilation
Rulestring: 4567/345
Assimilation particles survive if surrounded by 4, 5, 6, or 7 particles, and come to life if surrounded by 3, 4, or 5 particles. The result is a diamond-generating ruleset that can usually perfectly regenerate into its original shape if a large portion is deleted. Diamonds of ASIM can also absorb "fizzy" patterns, which makes them larger.
2×2
Rulestring: 125/36
2×2 particles survive if surrounded by 1, 2, or 5 particles, and come to life if surrounded by 3 or 6 particles. The result is particles which tend to make surprisingly geometric patterns when produced in even squares or lines. These oscillators can be made with 2×4 rectangles, 2×8 rectangles, 2×12 rectangles and so on.
For more information on 2×2, please visit [3]
Day and Night
Rulestring: 34578/3678
Day and Night particles survive if surrounded by 3, 4, 6, 7, or 8 particles, and come to life if surrounded by 3, 6, 7, or 8 particles. The result is an exotic particle who's physical properties are exactly inversed both in floodfilled areas and empty ones. In other words, the same patterns can appear inside of a solid block of Day and Night as outside of it, hence its name.
Amoeba
Rulestring: 1358/357
Amoeba particles live up to their name, sloshing around figuratively speaking, producing a peculiar mess of splashy patterns. The result is what looks surprisingly like... Amoebas. Amoeba particles survive if surrounded by 1, 3, 5, or 8 particles, and come to life if surrounded by 3, 5, or 7 particles.
One cool property demonstrated by amoeba is that whenever one draws a perfectly straight line form left to right, or up to down, a fractal triangle is produced.
Move
Rulestring: 245/368
Move particles don't move anything... besides themselves. They survive if surrounded by 2, 4, or 5 particles, and come to life if surrounded by 3, 6, or 8 particles. The result is a particle that makes patterns that are adept at... moving. The patterns its makes tend to die off rather quickly from random soup, however.
Pseudo Life
Rulestring: 238/357
Pseudo Life produces patterns that look superficially like normal GOL, hence its name. Particles of Pseudo Life survive if surrounded by 2, 3, or 8 particles, and come to life if surrounded by 3, 5, or 7 particles.
Diamoeba
Rulestring: 5678/35678
Diamoeba particles are peculiar indeed. They're like a half-way step between Amoeba and Assimilation particles, producing irregular diamond shapes that lean towards gently disappearing on their own. They can survive when surrounded by 5, 6, 7, or 8 particles, and come back to life if surrounded by 3, 5, 6, 7, or 8 particles.
An interesting rectangular pattern is created when creating a perpendicular straight line.
34
Rulestring: 34/34
34 Life particles are an exploding-type particle that can be used to make certain types of useful patterns, but tend towards exploding randomly bigger and bigger if made much larger. 34 Life particles survive if surrounded by 3 or 4 particles, and come to life if surrounded by 3 or 4 particles (hence its name.)
Long Life
Rulestring: 5/345
Long Life particles actually don't resemble normal Life particles, being an alien type all their own. They tend to generate diamond shaped oscillators that essentially become stable and never die. Long Life particles survive when surrounded by only 5 particles, but come to life when surrounded by 3, 4, or 5 particles.
Stains
Rulestring: 235678/3678
Stains particles are an exploding-type pattern that tends to splash outwards from its point of origin in predictable patterns in solid fill. Stain particles survive when surrounded by 2, 3, 5, 6, 7, or 8 particles, and come back to life when surrounded by 3, 6, 7, or 8 particles.
Seeds
Rulestring: /2
An exploding rule in which every cell dies in every generation. It has many simple orthogonal spaceships, though it is in general difficult to create patterns that don't explode.
Maze
Rulestring: 12345/3
An exploding rule that crystalizes to form maze-like designs. If you put a square of MAZE with a side length of 15 or more, it will grow infinitely.
Coagulations
Rulestring: 235678/378
An exploding rule in which patterns tend to expand forever, producing a thick "goo" as it does so.
Walled cities
Rulestring: 2345/45678
A stable rule that forms centers of pseudo-random activity separated by walls.
Gnarl
Rulestring: 1/1
A simple exploding rule that forms complex patterns from even a single live cell. Expands rapidly by itself.
Replicator
Rulestring: 1357/1357
An exploding rule in which every pattern is a replicator.
However, this is not a unique property of the rule string, as many others like Fredkin and Replicator 2 replicate, though they are not included in The Powder Toy.
The reason why every pattern in this rule is a replicator is complicated, but here is the link,
Mystery
Rulestring: 05678/3458
Similar to diamoeba.
It is the only life variant in TPT that can survive with 0 surrounding cells.
Star Wars
Rulestring: 3456/278/6
The 6 at the end means that if a Star Wars particle dies, it stays for 6 frames, and dissapears, instead of going away instantly. The 'dying' particle is not counted as a neighbor, and nothing can be born into that space until it dies. The dying particle will also turn from a dark blue to a much brighter blue as it dies.
Living on the Edge
Rulestring: 3458/37/4
Like Star wars, a LOTE pixel will survive for an extra 4 frames after it 'dies', those pixels will change color from a red to a yellow when this occurs.
Brian 6
Rulestring: 6/246/3
BRAN particles tend to form 'glider'(those things that look like spaceships) formations consisting of a 2 pixel by 2 pixel square and various trailing pieces. It is very hard if not impossible to make stable patterns
Frogs
Rulestring: 12/34/3
FROG formations sometimes result in gliders that move slowly across the screen, somewhat like frogs
Like Frogs Rule
Rulestring: 124/3/3
Similar to FROG, but less stable.
Custom GOL
Add a new custom GOL type. Use ctrl+shift+rightclick to remove them.
How it works
All kinds of GOL particles use Temperature to display in heat mode how long it's been since a particle has been born. A LIFE particle is always born at the highest possible temperature, and gently falls to the lowest temperature until it's destroyed by any means. In other words, the newer a particle is, the hotter it will be. Watch GOL on heat view and you will see that older particles slowly fade to blue while newer ones remain pink.
You can abuse this property to heat other elements, but otherwise it doesn't have much use. Generally, oscillators are used as heaters, still lifes are used as coolers.
Language: | [[::Elements:Life/ru|English]] |
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