initial import, basic JS w/ initial state
sets up initial callstack & designates public functions for testing
takes away private vars in favor for passing state to each function, adds determineCellDestiny - probably the main bit that needs testing, really
adds quint scaffold
not forcing the next step to prevent quint from breaking for now
an initial test
comments and option to build grid to any size, separates initial state from empty state to make separate mocks in the game & in the tests
adds cell neighbors function, begins to mock out test object
mock object should have a test for each state
gives unique ID to each cell
adds tests for getCellNeighbors, renames test title
adds placeholders for the four conway rules
adds unit tests for each conway rule
pass first test, better language since quint's second argument shows whether or not test failed
cell neighbors functionality
initial implementation of determineCellDestiny, fails tests found in getCellNeighbors
passes conway test #1 - unknown rows shouldn't be accessed now, unknown columns don't matter, checks for existence of object returned to prevent errors
tests were expecting incorrect results
logic helps pass conway tests #2 & #3 for living cells
if dead and has three alive neighbors, turns living count on, passes initial unit tests