public bool Check(int cellX, int cellY) { var count = _grid.HowManyLiveNeighbours(cellX, cellY); var cell = _grid.Grid[cellX, cellY]; if (cell.CellState == State.Alive && count < Constants.CountUnderpopulation) { return(true); } return(false); }
public bool Check(int row, int col) { var cell = _grid.Grid[row, col]; var count = _grid.HowManyLiveNeighbours(row, col); if (cell.CellState == State.Dead) { if (count == Constants.CountSurvivalMin || count == Constants.CountSurvivalMax) { return(true); } } return(false); }
public bool Check(int row, int col) { var count = _grid.HowManyLiveNeighbours(row, col); var cell = _grid.Grid[row, col]; if (cell.CellState == State.Alive) { if (count > Constants.CountOvercrowding) { return(true); } } return(false); }