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https://codeberg.org/scip/golsky.git
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renamed, added logo
This commit is contained in:
100
game.go
100
game.go
@@ -11,35 +11,36 @@ import (
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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"github.com/tlinden/gameoflife/rle"
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"github.com/tlinden/golsky/rle"
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"golang.org/x/image/math/f64"
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)
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type Images struct {
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Black, White, Beige *ebiten.Image
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Black, White, Age1, Age2, Age3, Age4, Old *ebiten.Image
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}
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type Game struct {
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Grids []*Grid // 2 grids: one current, one next
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History *Grid // holds state of past dead cells for evolution tracks
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Index int // points to current grid
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Width, Height, Cellsize, Density int // measurements
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ScreenWidth, ScreenHeight int
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Generations int64 // Stats
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Black, White, Grey, Beige color.RGBA
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TPG int // ticks per generation/game speed, 1==max
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TicksElapsed int // tick counter for game speed
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Debug, Paused, Empty, Invert bool // game modi
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ShowEvolution, NoGrid, RunOneStep bool // flags
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Rule *Rule // which rule to use, default: B3/S23
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Tiles Images // pre-computed tiles for dead and alife cells
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RLE *rle.RLE // loaded GOL pattern from RLE file
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Camera Camera // for zoom+move
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World *ebiten.Image // actual image we render to
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WheelTurned bool // when user turns wheel multiple times, zoom faster
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Dragging bool // middle mouse is pressed, move canvas
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LastCursorPos []int // used to check if the user is dragging
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Statefile string // load game state from it if non-nil
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Grids []*Grid // 2 grids: one current, one next
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History *Grid // holds state of past dead cells for evolution tracks
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Index int // points to current grid
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Width, Height, Cellsize, Density int // measurements
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ScreenWidth, ScreenHeight int
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Generations int64 // Stats
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Black, White, Grey, Old color.RGBA
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AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA
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TPG int // ticks per generation/game speed, 1==max
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TicksElapsed int // tick counter for game speed
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Debug, Paused, Empty, Invert bool // game modi
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ShowEvolution, NoGrid, RunOneStep bool // flags
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Rule *Rule // which rule to use, default: B3/S23
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Tiles Images // pre-computed tiles for dead and alife cells
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RLE *rle.RLE // loaded GOL pattern from RLE file
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Camera Camera // for zoom+move
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World *ebiten.Image // actual image we render to
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WheelTurned bool // when user turns wheel multiple times, zoom faster
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Dragging bool // middle mouse is pressed, move canvas
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LastCursorPos []int // used to check if the user is dragging
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Statefile string // load game state from it if non-nil
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}
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func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@@ -91,7 +92,10 @@ func (game *Game) UpdateCells() {
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// change state of current cell in next grid
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game.Grids[next].Data[y][x] = nextstate
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if state == Alive && nextstate == Dead {
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// set history to current generation so we can infer the
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// age of the cell's state during rendering and use it to
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// deduce the color to use if evolution tracking is enabled
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if state != nextstate {
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game.History.Data[y][x] = game.Generations
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}
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}
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@@ -272,13 +276,27 @@ func (game *Game) Draw(screen *ebiten.Image) {
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op.GeoM.Reset()
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op.GeoM.Translate(float64(x*game.Cellsize), float64(y*game.Cellsize))
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age := game.Generations - game.History.Data[y][x]
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switch game.Grids[game.Index].Data[y][x] {
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case 1:
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game.World.DrawImage(game.Tiles.Black, op)
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if age > 50 && game.ShowEvolution {
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game.World.DrawImage(game.Tiles.Old, op)
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} else {
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game.World.DrawImage(game.Tiles.Black, op)
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}
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case 0:
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if game.History.Data[y][x] == 1 && game.ShowEvolution {
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game.World.DrawImage(game.Tiles.Beige, op)
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if game.History.Data[y][x] > 1 && game.ShowEvolution {
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switch {
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case age < 10:
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game.World.DrawImage(game.Tiles.Age1, op)
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case age < 20:
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game.World.DrawImage(game.Tiles.Age2, op)
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case age < 30:
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game.World.DrawImage(game.Tiles.Age3, op)
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default:
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game.World.DrawImage(game.Tiles.Age4, op)
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}
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} else {
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game.World.DrawImage(game.Tiles.White, op)
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}
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@@ -365,25 +383,43 @@ func (game *Game) InitGrid(grid *Grid) {
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// prepare tile images
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func (game *Game) InitTiles() {
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game.Grey = color.RGBA{128, 128, 128, 0xff}
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game.Old = color.RGBA{255, 30, 30, 0xff}
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game.Black = color.RGBA{0, 0, 0, 0xff}
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game.White = color.RGBA{200, 200, 200, 0xff}
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game.Grey = color.RGBA{128, 128, 128, 0xff}
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game.Beige = color.RGBA{0xff, 0xf8, 0xdc, 0xff}
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game.AgeColor1 = color.RGBA{255, 195, 97, 0xff} // FIXME: use slice!
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game.AgeColor2 = color.RGBA{255, 211, 140, 0xff}
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game.AgeColor3 = color.RGBA{255, 227, 181, 0xff}
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game.AgeColor4 = color.RGBA{255, 240, 224, 0xff}
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if game.Invert {
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game.White = color.RGBA{0, 0, 0, 0xff}
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game.Black = color.RGBA{200, 200, 200, 0xff}
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game.Beige = color.RGBA{0x30, 0x1c, 0x11, 0xff}
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game.AgeColor1 = color.RGBA{82, 38, 0, 0xff}
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game.AgeColor2 = color.RGBA{66, 35, 0, 0xff}
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game.AgeColor3 = color.RGBA{43, 27, 0, 0xff}
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game.AgeColor4 = color.RGBA{25, 17, 0, 0xff}
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}
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game.Tiles.Beige = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Black = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.White = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Old = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Age1 = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Age2 = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Age3 = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Age4 = ebiten.NewImage(game.Cellsize, game.Cellsize)
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cellsize := game.ScreenWidth / game.Cellsize
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FillCell(game.Tiles.Beige, cellsize, game.Beige)
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FillCell(game.Tiles.Black, cellsize, game.Black)
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FillCell(game.Tiles.White, cellsize, game.White)
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FillCell(game.Tiles.Old, cellsize, game.Old)
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FillCell(game.Tiles.Age1, cellsize, game.AgeColor1)
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FillCell(game.Tiles.Age2, cellsize, game.AgeColor2)
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FillCell(game.Tiles.Age3, cellsize, game.AgeColor3)
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FillCell(game.Tiles.Age4, cellsize, game.AgeColor4)
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}
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func (game *Game) Init() {
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