How to resolve the algorithm Galton box animation step by step in the Lua programming language

Published on 12 May 2024 09:40 PM

How to resolve the algorithm Galton box animation step by step in the Lua programming language

Table of Contents

Problem Statement

A   Galton device   Sir Francis Galton's device   is also known as a   bean machine,   a   Galton Board,   or a   quincunx.

In a Galton box, there are a set of pins arranged in a triangular pattern.   A number of balls are dropped so that they fall in line with the top pin, deflecting to the left or the right of the pin.   The ball continues to fall to the left or right of lower pins before arriving at one of the collection points between and to the sides of the bottom row of pins. Eventually the balls are collected into bins at the bottom   (as shown in the image),   the ball column heights in the bins approximate a   bell curve.   Overlaying   Pascal's triangle   onto the pins shows the number of different paths that can be taken to get to each bin.

Generate an animated simulation of a Galton device.

Let's start with the solution:

Step by Step solution about How to resolve the algorithm Galton box animation step by step in the Lua programming language

Source code in the lua programming language

Bitmap.render = function(self)
  for y = 1, self.height do
    print(table.concat(self.pixels[y], " "))
  end
end

-- globals (tweak here as desired)
math.randomseed(os.time())
local W, H, MIDX = 15, 40, 7
local bitmap = Bitmap(W, H)
local AIR, PIN, BALL, FLOOR = ".", "▲", "☻", "■"
local nballs, balls = 60, {}
local frame, showEveryFrame = 1, false

-- the game board:
bitmap:clear(AIR)
for row = 1, 7 do
  for col = 0, row-1 do
    bitmap:set(MIDX-row+col*2+1, 1+row*2, PIN)
  end
end
for col = 0, W-1 do
  bitmap:set(col, H-1, FLOOR)
end

-- ball class
Ball = {
  new = function(self, x, y, bitmap)
    local instance = setmetatable({ x=x, y=y, bitmap=bitmap, alive=true }, self)
    return instance
  end,
  update = function(self)
    if not self.alive then return end
    self.bitmap:set(self.x, self.y, AIR)
    local newx, newy = self.x, self.y+1
    local below = self.bitmap:get(newx, newy)
    if below==PIN then
      newx = newx + (math.random(2)-1)*2-1
    end
    local there = self.bitmap:get(newx, newy)
    if there==AIR then
      self.x, self.y = newx, newy
    else
      self.alive = false
    end
    self.bitmap:set(self.x, self.y, BALL)
  end,
}
Ball.__index = Ball
setmetatable(Ball, { __call = function (t, ...) return t:new(...) end })

-- simulation:
local function spawn()
  if nballs > 0 then
    balls[#balls+1] = Ball(MIDX, 0, bitmap)
    nballs = nballs - 1
  end
end

spawn()
while #balls > 0 do
  if frame%2==0 then spawn() end
  alive = {}
  for _,ball in ipairs(balls) do
    ball:update()
    if ball.alive then alive[#alive+1]=ball end
  end
  balls = alive
  if frame%50==0 or #alive==0 or showEveryFrame then
    print("FRAME "..frame..":")
    bitmap:render()
  end
  frame = frame + 1
end


  

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