mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-16 20:20:57 +01:00
refactored everything, now using scenes, that way I can add UI stuff
This commit is contained in:
98
config.go
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98
config.go
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@@ -0,0 +1,98 @@
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package main
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import (
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"fmt"
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"log"
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"os"
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"github.com/spf13/pflag"
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"github.com/tlinden/golsky/rle"
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)
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type Config struct {
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Width, Height, Cellsize, Density int // measurements
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ScreenWidth, ScreenHeight int
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TPG int // ticks per generation/game speed, 1==max
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Debug, Empty, Invert, Paused 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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RLE *rle.RLE // loaded GOL pattern from RLE file
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Statefile string // load game state from it if non-nil
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StateGrid *Grid // a grid from a statefile
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Wrap bool // wether wraparound mode is in place or not
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}
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func ParseCommandline() *Config {
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config := Config{}
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showversion := false
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var rule string
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var rlefile string
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// commandline params, most configure directly config flags
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pflag.IntVarP(&config.Width, "width", "W", 40, "grid width in cells")
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pflag.IntVarP(&config.Height, "height", "H", 40, "grid height in cells")
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pflag.IntVarP(&config.Cellsize, "cellsize", "c", 8, "cell size in pixels")
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pflag.IntVarP(&config.Density, "density", "D", 10, "density of random cells")
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pflag.IntVarP(&config.TPG, "ticks-per-generation", "t", 10,
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"game speed: the higher the slower (default: 10)")
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pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
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pflag.StringVarP(&rlefile, "rle-file", "f", "", "RLE pattern file")
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pflag.StringVarP(&config.Statefile, "load-state-file", "l", "", "game state file")
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pflag.BoolVarP(&showversion, "version", "v", false, "show version")
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pflag.BoolVarP(&config.Paused, "paused", "p", false, "do not start simulation (use space to start)")
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pflag.BoolVarP(&config.Debug, "debug", "d", false, "show debug info")
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pflag.BoolVarP(&config.NoGrid, "nogrid", "n", false, "do not draw grid lines")
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pflag.BoolVarP(&config.Empty, "empty", "e", false, "start with an empty screen")
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pflag.BoolVarP(&config.Invert, "invert", "i", false, "invert colors (dead cell: black)")
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pflag.BoolVarP(&config.ShowEvolution, "show-evolution", "s", false, "show evolution tracks")
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pflag.BoolVarP(&config.Wrap, "wrap-around", "w", false, "wrap around grid mode")
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pflag.Parse()
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if showversion {
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fmt.Printf("This is golsky version %s\n", VERSION)
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os.Exit(0)
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}
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// check if we have been given an RLE file to load
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config.RLE = GetRLE(rlefile)
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if config.RLE != nil {
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if config.RLE.Width > config.Width || config.RLE.Height > config.Height {
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config.Width = config.RLE.Width * 2
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config.Height = config.RLE.Height * 2
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fmt.Printf("rlew: %d, rleh: %d, w: %d, h: %d\n",
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config.RLE.Width, config.RLE.Height, config.Width, config.Height)
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}
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// RLE needs an empty grid
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config.Empty = true
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// it may come with its own rule
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if config.RLE.Rule != "" {
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config.Rule = ParseGameRule(config.RLE.Rule)
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}
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} else if config.Statefile != "" {
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grid, err := LoadState(config.Statefile)
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if err != nil {
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log.Fatalf("failed to load game state: %s", err)
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}
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config.Width = grid.Width
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config.Height = grid.Height
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config.StateGrid = grid
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}
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config.ScreenWidth = config.Cellsize * config.Width
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config.ScreenHeight = config.Cellsize * config.Height
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// load rule from commandline when no rule came from RLE file,
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// default is B3/S23, aka conways game of life
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if config.Rule == nil {
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config.Rule = ParseGameRule(rule)
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}
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return &config
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}
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612
game.go
612
game.go
@@ -1,597 +1,61 @@
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package main
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package main
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import (
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import "github.com/hajimehoshi/ebiten/v2"
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"fmt"
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"image"
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"image/color"
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"log"
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"math/rand"
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"os"
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"github.com/hajimehoshi/ebiten/v2"
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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/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, Age1, Age2, Age3, Age4, Old *ebiten.Image
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}
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type Game struct {
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type Game struct {
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Grids []*Grid // 2 grids: one current, one next
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ScreenWidth, ScreenHeight, Cellsize int
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History *Grid // holds state of past dead cells for evolution tracks
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Scenes map[SceneName]Scene
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Index int // points to current grid
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CurrentScene SceneName
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Width, Height, Cellsize, Density int // measurements
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Config *Config
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ScreenWidth, ScreenHeight int
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}
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Generations int64 // Stats
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Black, White, Grey, Old color.RGBA
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func NewGame(config *Config, startscene SceneName) *Game {
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AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA
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game := &Game{
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TPG int // ticks per generation/game speed, 1==max
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Config: config,
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TicksElapsed int // tick counter for game speed
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Scenes: map[SceneName]Scene{},
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Debug, Paused, Empty, Invert bool // game modi
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ScreenWidth: config.ScreenWidth,
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ShowEvolution, NoGrid, RunOneStep bool // flags
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ScreenHeight: config.ScreenHeight,
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Rule *Rule // which rule to use, default: B3/S23
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}
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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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game.CurrentScene = startscene
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Camera Camera // for zoom+move
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game.Scenes[Play] = NewPlayScene(game, config)
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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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return game
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Dragging bool // middle mouse is pressed, move canvas
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}
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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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func (game *Game) GetCurrentScene() Scene {
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Markmode bool // enabled with 'c'
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return game.Scenes[game.CurrentScene]
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MarkTaken bool // true when mouse1 pressed
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MarkDone bool // true when mouse1 released, copy cells between Mark+Point
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Mark, Point image.Point // area to marks+save
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Wrap bool // wether wraparound mode is in place or not
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}
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}
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func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return game.ScreenWidth, game.ScreenHeight
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return game.ScreenWidth, game.ScreenHeight
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}
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}
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func (game *Game) CheckRule(state int64, neighbors int64) int64 {
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var nextstate int64
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// The standard Game of Life is symbolized in rule-string notation
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// as B3/S23 (23/3 here). A cell is born if it has exactly three
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// neighbors, survives if it has two or three living neighbors,
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// and dies otherwise. The first number, or list of numbers, is
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// what is required for a dead cell to be born.
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if state == 0 && Contains(game.Rule.Birth, neighbors) {
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nextstate = Alive
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} else if state == 1 && Contains(game.Rule.Death, neighbors) {
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nextstate = Alive
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} else {
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nextstate = Dead
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}
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return nextstate
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}
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// Update all cells according to the current rule
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func (game *Game) UpdateCells() {
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// count ticks so we know when to actually run
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game.TicksElapsed++
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if game.TPG > game.TicksElapsed {
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// need to sleep a little more
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return
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}
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// next grid index, we just xor 0|1 to 1|0
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next := game.Index ^ 1
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// compute life status of cells
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for y := 0; y < game.Height; y++ {
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for x := 0; x < game.Width; x++ {
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state := game.Grids[game.Index].Data[y][x] // 0|1 == dead or alive
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neighbors := game.CountNeighbors(x, y) // alive neighbor count
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// actually apply the current rules
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nextstate := game.CheckRule(state, neighbors)
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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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// 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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}
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// switch grid for rendering
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game.Index ^= 1
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// global stats counter
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game.Generations++
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if game.RunOneStep {
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// setp-wise mode, halt the game
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game.RunOneStep = false
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}
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// reset speed counter
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game.TicksElapsed = 0
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}
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func (game *Game) Reset() {
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game.Paused = true
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game.InitGrid(nil)
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game.Paused = false
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}
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// check user input
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func (game *Game) CheckInput() {
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if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
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os.Exit(0)
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyC) {
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fmt.Println("mark mode on")
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game.Markmode = true
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}
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if game.Markmode {
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return
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}
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
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game.Paused = !game.Paused
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}
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
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game.ToggleCellOnCursorPos(Alive)
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game.Paused = true // drawing while running makes no sense
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}
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
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game.ToggleCellOnCursorPos(Dead)
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game.Paused = true // drawing while running makes no sense
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}
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if ebiten.IsKeyPressed(ebiten.KeyPageDown) {
|
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if game.TPG < 120 {
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game.TPG++
|
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}
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}
|
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|
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if ebiten.IsKeyPressed(ebiten.KeyPageUp) {
|
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if game.TPG > 1 {
|
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game.TPG--
|
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}
|
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}
|
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|
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if inpututil.IsKeyJustPressed(ebiten.KeyS) {
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game.SaveState()
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}
|
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|
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if inpututil.IsKeyJustPressed(ebiten.KeyR) {
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game.Reset()
|
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}
|
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|
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if game.Paused {
|
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if inpututil.IsKeyJustPressed(ebiten.KeyN) {
|
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game.RunOneStep = true
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}
|
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}
|
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}
|
|
||||||
|
|
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// Check dragging input. move the canvas with the mouse while pressing
|
|
||||||
// the middle mouse button, zoom in and out using the wheel.
|
|
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func (game *Game) CheckDraggingInput() {
|
|
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if game.Markmode {
|
|
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return
|
|
||||||
}
|
|
||||||
|
|
||||||
// move canvas
|
|
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if game.Dragging && !ebiten.IsMouseButtonPressed(ebiten.MouseButton1) {
|
|
||||||
// release
|
|
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game.Dragging = false
|
|
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}
|
|
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|
|
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if !game.Dragging && ebiten.IsMouseButtonPressed(ebiten.MouseButton1) {
|
|
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// start dragging
|
|
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game.Dragging = true
|
|
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game.LastCursorPos[0], game.LastCursorPos[1] = ebiten.CursorPosition()
|
|
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}
|
|
||||||
|
|
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if game.Dragging {
|
|
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x, y := ebiten.CursorPosition()
|
|
||||||
|
|
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if x != game.LastCursorPos[0] || y != game.LastCursorPos[1] {
|
|
||||||
// actually drag by mouse cursor pos diff to last cursor pos
|
|
||||||
game.Camera.Position[0] -= float64(x - game.LastCursorPos[0])
|
|
||||||
game.Camera.Position[1] -= float64(y - game.LastCursorPos[1])
|
|
||||||
}
|
|
||||||
|
|
||||||
game.LastCursorPos[0], game.LastCursorPos[1] = ebiten.CursorPosition()
|
|
||||||
}
|
|
||||||
|
|
||||||
// also support the arrow keys to move the canvas
|
|
||||||
if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) {
|
|
||||||
game.Camera.Position[0] -= 1
|
|
||||||
}
|
|
||||||
if ebiten.IsKeyPressed(ebiten.KeyArrowRight) {
|
|
||||||
game.Camera.Position[0] += 1
|
|
||||||
}
|
|
||||||
if ebiten.IsKeyPressed(ebiten.KeyArrowUp) {
|
|
||||||
game.Camera.Position[1] -= 1
|
|
||||||
}
|
|
||||||
if ebiten.IsKeyPressed(ebiten.KeyArrowDown) {
|
|
||||||
game.Camera.Position[1] += 1
|
|
||||||
}
|
|
||||||
|
|
||||||
// Zoom
|
|
||||||
_, dy := ebiten.Wheel()
|
|
||||||
step := 1
|
|
||||||
|
|
||||||
if game.WheelTurned {
|
|
||||||
// if keep scrolling the wheel, zoom faster
|
|
||||||
step = 50
|
|
||||||
} else {
|
|
||||||
game.WheelTurned = false
|
|
||||||
}
|
|
||||||
|
|
||||||
if dy < 0 {
|
|
||||||
if game.Camera.ZoomFactor > -2400 {
|
|
||||||
game.Camera.ZoomFactor -= step
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if dy > 0 {
|
|
||||||
if game.Camera.ZoomFactor < 2400 {
|
|
||||||
game.Camera.ZoomFactor += step
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
|
||||||
game.Camera.Reset()
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) GetWorldCursorPos() image.Point {
|
|
||||||
worldX, worldY := game.Camera.ScreenToWorld(ebiten.CursorPosition())
|
|
||||||
return image.Point{
|
|
||||||
X: int(worldX) / game.Cellsize,
|
|
||||||
Y: int(worldY) / game.Cellsize,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) CheckMarkInput() {
|
|
||||||
if !game.Markmode {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) {
|
|
||||||
if !game.MarkTaken {
|
|
||||||
game.Mark = game.GetWorldCursorPos()
|
|
||||||
game.MarkTaken = true
|
|
||||||
game.MarkDone = false
|
|
||||||
}
|
|
||||||
|
|
||||||
game.Point = game.GetWorldCursorPos()
|
|
||||||
fmt.Printf("Mark: %v, Current: %v\n", game.Mark, game.Point)
|
|
||||||
} else if inpututil.IsMouseButtonJustReleased(ebiten.MouseButton0) {
|
|
||||||
game.Markmode = false
|
|
||||||
game.MarkTaken = false
|
|
||||||
game.MarkDone = true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) SaveState() {
|
|
||||||
filename := GetFilename(game.Generations)
|
|
||||||
err := game.Grids[game.Index].SaveState(filename)
|
|
||||||
if err != nil {
|
|
||||||
log.Printf("failed to save game state to %s: %s", filename, err)
|
|
||||||
}
|
|
||||||
log.Printf("saved game state to %s at generation %d\n", filename, game.Generations)
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) Update() error {
|
func (game *Game) Update() error {
|
||||||
game.CheckInput()
|
scene := game.GetCurrentScene()
|
||||||
game.CheckDraggingInput()
|
scene.Update()
|
||||||
game.CheckMarkInput()
|
|
||||||
|
|
||||||
if !game.Paused || game.RunOneStep {
|
next := scene.GetNext()
|
||||||
game.UpdateCells()
|
|
||||||
|
if next != game.CurrentScene {
|
||||||
|
// make sure we stay on the selected scene
|
||||||
|
scene.ResetNext()
|
||||||
|
|
||||||
|
// finally switch
|
||||||
|
game.CurrentScene = next
|
||||||
}
|
}
|
||||||
|
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
// set a cell to alive or dead
|
|
||||||
func (game *Game) ToggleCellOnCursorPos(alive int64) {
|
|
||||||
// use cursor pos relative to the world
|
|
||||||
worldX, worldY := game.Camera.ScreenToWorld(ebiten.CursorPosition())
|
|
||||||
x := int(worldX) / game.Cellsize
|
|
||||||
y := int(worldY) / game.Cellsize
|
|
||||||
|
|
||||||
//fmt.Printf("cell at %d,%d\n", x, y)
|
|
||||||
|
|
||||||
if x > -1 && y > -1 {
|
|
||||||
game.Grids[game.Index].Data[y][x] = alive
|
|
||||||
game.History.Data[y][x] = 1
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// draw the new grid state
|
|
||||||
func (game *Game) Draw(screen *ebiten.Image) {
|
func (game *Game) Draw(screen *ebiten.Image) {
|
||||||
// we fill the whole screen with a background color, the cells
|
scene := game.GetCurrentScene()
|
||||||
// themselfes will be 1px smaller as their nominal size, producing
|
|
||||||
// a nice grey grid with grid lines
|
|
||||||
op := &ebiten.DrawImageOptions{}
|
|
||||||
|
|
||||||
if game.NoGrid {
|
if scene.Clearscreen() {
|
||||||
game.World.Fill(game.White)
|
ebiten.SetScreenClearedEveryFrame(true)
|
||||||
} else {
|
} else {
|
||||||
game.World.Fill(game.Grey)
|
ebiten.SetScreenClearedEveryFrame(false)
|
||||||
}
|
}
|
||||||
|
|
||||||
for y := 0; y < game.Height; y++ {
|
scene.Draw(screen)
|
||||||
for x := 0; x < game.Width; x++ {
|
|
||||||
op.GeoM.Reset()
|
|
||||||
op.GeoM.Translate(float64(x*game.Cellsize), float64(y*game.Cellsize))
|
|
||||||
|
|
||||||
age := game.Generations - game.History.Data[y][x]
|
|
||||||
|
|
||||||
switch game.Grids[game.Index].Data[y][x] {
|
|
||||||
case 1:
|
|
||||||
if age > 50 && game.ShowEvolution {
|
|
||||||
game.World.DrawImage(game.Tiles.Old, op)
|
|
||||||
} else {
|
|
||||||
game.World.DrawImage(game.Tiles.Black, op)
|
|
||||||
}
|
|
||||||
case 0:
|
|
||||||
if game.History.Data[y][x] > 1 && game.ShowEvolution {
|
|
||||||
switch {
|
|
||||||
case age < 10:
|
|
||||||
game.World.DrawImage(game.Tiles.Age1, op)
|
|
||||||
case age < 20:
|
|
||||||
game.World.DrawImage(game.Tiles.Age2, op)
|
|
||||||
case age < 30:
|
|
||||||
game.World.DrawImage(game.Tiles.Age3, op)
|
|
||||||
default:
|
|
||||||
game.World.DrawImage(game.Tiles.Age4, op)
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
game.World.DrawImage(game.Tiles.White, op)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
game.Camera.Render(game.World, screen)
|
|
||||||
|
|
||||||
if game.Debug {
|
|
||||||
paused := ""
|
|
||||||
if game.Paused {
|
|
||||||
paused = "-- paused --"
|
|
||||||
}
|
|
||||||
|
|
||||||
ebitenutil.DebugPrint(
|
|
||||||
screen,
|
|
||||||
fmt.Sprintf("FPS: %0.2f, TPG: %d, Mem: %0.2f MB, Generations: %d %s",
|
|
||||||
ebiten.ActualTPS(), game.TPG, GetMem(), game.Generations, paused),
|
|
||||||
)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// FIXME: move these into Grid
|
|
||||||
// load a pre-computed pattern from RLE file
|
|
||||||
func (game *Game) InitPattern() {
|
|
||||||
if game.RLE != nil {
|
|
||||||
startX := (game.Width / 2) - (game.RLE.Width / 2)
|
|
||||||
startY := (game.Height / 2) - (game.RLE.Height / 2)
|
|
||||||
var y, x int
|
|
||||||
|
|
||||||
for rowIndex, patternRow := range game.RLE.Pattern {
|
|
||||||
for colIndex := range patternRow {
|
|
||||||
if game.RLE.Pattern[rowIndex][colIndex] > 0 {
|
|
||||||
x = colIndex + startX
|
|
||||||
y = rowIndex + startY
|
|
||||||
|
|
||||||
game.History.Data[y][x] = 1
|
|
||||||
game.Grids[0].Data[y][x] = 1
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// initialize playing field/grid
|
|
||||||
func (game *Game) _InitGrid(grid *Grid) {
|
|
||||||
if grid != nil {
|
|
||||||
// use pre-loaded grid
|
|
||||||
game.Grids = []*Grid{
|
|
||||||
grid,
|
|
||||||
NewGrid(grid.Width, grid.Height),
|
|
||||||
}
|
|
||||||
|
|
||||||
game.History = NewGrid(grid.Width, grid.Height)
|
|
||||||
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
grida := NewGrid(game.Width, game.Height)
|
|
||||||
|
|
||||||
grida.FillRandom(game)
|
|
||||||
|
|
||||||
game.Grids = []*Grid{
|
|
||||||
grida,
|
|
||||||
NewGrid(grida.Width, grida.Height),
|
|
||||||
}
|
|
||||||
|
|
||||||
game.History = grida.Clone()
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) InitGrid(grid *Grid) {
|
|
||||||
if grid != nil {
|
|
||||||
// use pre-loaded grid
|
|
||||||
game.Grids = []*Grid{
|
|
||||||
grid,
|
|
||||||
NewGrid(grid.Width, grid.Height),
|
|
||||||
}
|
|
||||||
|
|
||||||
game.History = NewGrid(grid.Width, grid.Height)
|
|
||||||
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
grida := NewGrid(game.Width, game.Height)
|
|
||||||
gridb := NewGrid(game.Width, game.Height)
|
|
||||||
history := NewGrid(game.Width, game.Height)
|
|
||||||
|
|
||||||
for y := 0; y < game.Height; y++ {
|
|
||||||
if !game.Empty {
|
|
||||||
for x := 0; x < game.Width; x++ {
|
|
||||||
if rand.Intn(game.Density) == 1 {
|
|
||||||
history.Data[y][x] = 1
|
|
||||||
grida.Data[y][x] = 1
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
game.Grids = []*Grid{
|
|
||||||
grida,
|
|
||||||
gridb,
|
|
||||||
}
|
|
||||||
|
|
||||||
game.History = history
|
|
||||||
}
|
|
||||||
|
|
||||||
// prepare tile images
|
|
||||||
func (game *Game) InitTiles() {
|
|
||||||
game.Grey = color.RGBA{128, 128, 128, 0xff}
|
|
||||||
game.Old = color.RGBA{255, 30, 30, 0xff}
|
|
||||||
|
|
||||||
game.Black = color.RGBA{0, 0, 0, 0xff}
|
|
||||||
game.White = color.RGBA{200, 200, 200, 0xff}
|
|
||||||
game.AgeColor1 = color.RGBA{255, 195, 97, 0xff} // FIXME: use slice!
|
|
||||||
game.AgeColor2 = color.RGBA{255, 211, 140, 0xff}
|
|
||||||
game.AgeColor3 = color.RGBA{255, 227, 181, 0xff}
|
|
||||||
game.AgeColor4 = color.RGBA{255, 240, 224, 0xff}
|
|
||||||
|
|
||||||
if game.Invert {
|
|
||||||
game.White = color.RGBA{0, 0, 0, 0xff}
|
|
||||||
game.Black = color.RGBA{200, 200, 200, 0xff}
|
|
||||||
|
|
||||||
game.AgeColor1 = color.RGBA{82, 38, 0, 0xff}
|
|
||||||
game.AgeColor2 = color.RGBA{66, 35, 0, 0xff}
|
|
||||||
game.AgeColor3 = color.RGBA{43, 27, 0, 0xff}
|
|
||||||
game.AgeColor4 = color.RGBA{25, 17, 0, 0xff}
|
|
||||||
}
|
|
||||||
|
|
||||||
game.Tiles.Black = ebiten.NewImage(game.Cellsize, game.Cellsize)
|
|
||||||
game.Tiles.White = ebiten.NewImage(game.Cellsize, game.Cellsize)
|
|
||||||
game.Tiles.Old = ebiten.NewImage(game.Cellsize, game.Cellsize)
|
|
||||||
game.Tiles.Age1 = ebiten.NewImage(game.Cellsize, game.Cellsize)
|
|
||||||
game.Tiles.Age2 = ebiten.NewImage(game.Cellsize, game.Cellsize)
|
|
||||||
game.Tiles.Age3 = ebiten.NewImage(game.Cellsize, game.Cellsize)
|
|
||||||
game.Tiles.Age4 = ebiten.NewImage(game.Cellsize, game.Cellsize)
|
|
||||||
|
|
||||||
cellsize := game.ScreenWidth / game.Cellsize
|
|
||||||
|
|
||||||
FillCell(game.Tiles.Black, cellsize, game.Black)
|
|
||||||
FillCell(game.Tiles.White, cellsize, game.White)
|
|
||||||
FillCell(game.Tiles.Old, cellsize, game.Old)
|
|
||||||
FillCell(game.Tiles.Age1, cellsize, game.AgeColor1)
|
|
||||||
FillCell(game.Tiles.Age2, cellsize, game.AgeColor2)
|
|
||||||
FillCell(game.Tiles.Age3, cellsize, game.AgeColor3)
|
|
||||||
FillCell(game.Tiles.Age4, cellsize, game.AgeColor4)
|
|
||||||
}
|
|
||||||
|
|
||||||
func (game *Game) Init() {
|
|
||||||
// setup the game
|
|
||||||
var grid *Grid
|
|
||||||
|
|
||||||
if game.Statefile != "" {
|
|
||||||
g, err := LoadState(game.Statefile)
|
|
||||||
if err != nil {
|
|
||||||
log.Fatalf("failed to load game state: %s", err)
|
|
||||||
}
|
|
||||||
|
|
||||||
grid = g
|
|
||||||
|
|
||||||
game.Width = grid.Width
|
|
||||||
game.Height = grid.Height
|
|
||||||
}
|
|
||||||
|
|
||||||
game.ScreenWidth = game.Cellsize * game.Width
|
|
||||||
game.ScreenHeight = game.Cellsize * game.Height
|
|
||||||
|
|
||||||
game.Camera = Camera{
|
|
||||||
ViewPort: f64.Vec2{
|
|
||||||
float64(game.ScreenWidth),
|
|
||||||
float64(game.ScreenHeight),
|
|
||||||
},
|
|
||||||
}
|
|
||||||
|
|
||||||
game.World = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
|
|
||||||
|
|
||||||
game.InitGrid(grid)
|
|
||||||
game.InitPattern()
|
|
||||||
game.InitTiles()
|
|
||||||
|
|
||||||
game.Index = 0
|
|
||||||
game.TicksElapsed = 0
|
|
||||||
|
|
||||||
game.LastCursorPos = make([]int, 2)
|
|
||||||
}
|
|
||||||
|
|
||||||
// count the living neighbors of a cell
|
|
||||||
func (game *Game) CountNeighbors(x, y int) int64 {
|
|
||||||
var sum int64
|
|
||||||
|
|
||||||
for nbgX := -1; nbgX < 2; nbgX++ {
|
|
||||||
for nbgY := -1; nbgY < 2; nbgY++ {
|
|
||||||
fmt.Printf("nbgX: %d, nbgY: %d\n", nbgX, nbgY)
|
|
||||||
|
|
||||||
var col, row int
|
|
||||||
if game.Wrap {
|
|
||||||
// In wrap mode we look at all the 8 neighbors surrounding us.
|
|
||||||
// In case we are on an edge we'll look at the neighbor on the
|
|
||||||
// other side of the grid, thus wrapping lookahead around
|
|
||||||
// using the mod() function.
|
|
||||||
col = (x + nbgX + game.Width) % game.Width
|
|
||||||
row = (y + nbgY + game.Height) % game.Height
|
|
||||||
|
|
||||||
} else {
|
|
||||||
// In traditional grid mode the edges are deadly
|
|
||||||
if x+nbgX < 0 || x+nbgX >= game.Width || y+nbgY < 0 || y+nbgY >= game.Height {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
col = x + nbgX
|
|
||||||
row = y + nbgY
|
|
||||||
}
|
|
||||||
|
|
||||||
sum += game.Grids[game.Index].Data[row][col]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// don't count ourselfes though
|
|
||||||
sum -= game.Grids[game.Index].Data[y][x]
|
|
||||||
|
|
||||||
return sum
|
|
||||||
}
|
|
||||||
|
|
||||||
// fill a cell with the given color
|
|
||||||
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
|
|
||||||
vector.DrawFilledRect(
|
|
||||||
tile,
|
|
||||||
float32(1),
|
|
||||||
float32(1),
|
|
||||||
float32(cellsize-1),
|
|
||||||
float32(cellsize-1),
|
|
||||||
col, false,
|
|
||||||
)
|
|
||||||
}
|
}
|
||||||
|
|||||||
21
grid.go
21
grid.go
@@ -12,16 +12,19 @@ import (
|
|||||||
)
|
)
|
||||||
|
|
||||||
type Grid struct {
|
type Grid struct {
|
||||||
Data [][]int64
|
Data [][]int64
|
||||||
Width, Height int
|
Width, Height, Density int
|
||||||
|
Empty bool
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create new empty grid and allocate Data according to provided dimensions
|
// Create new empty grid and allocate Data according to provided dimensions
|
||||||
func NewGrid(width, height int) *Grid {
|
func NewGrid(width, height, density int, empty bool) *Grid {
|
||||||
grid := &Grid{
|
grid := &Grid{
|
||||||
Height: height,
|
Height: height,
|
||||||
Width: width,
|
Width: width,
|
||||||
Data: make([][]int64, height),
|
Density: density,
|
||||||
|
Data: make([][]int64, height),
|
||||||
|
Empty: empty,
|
||||||
}
|
}
|
||||||
|
|
||||||
for y := 0; y < height; y++ {
|
for y := 0; y < height; y++ {
|
||||||
@@ -49,11 +52,11 @@ func (grid *Grid) Clear() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (grid *Grid) FillRandom(game *Game) {
|
func (grid *Grid) FillRandom(game *ScenePlay) {
|
||||||
if !game.Empty {
|
if !grid.Empty {
|
||||||
for y := range grid.Data {
|
for y := range grid.Data {
|
||||||
for x := range grid.Data[y] {
|
for x := range grid.Data[y] {
|
||||||
if rand.Intn(game.Density) == 1 {
|
if rand.Intn(grid.Density) == 1 {
|
||||||
grid.Data[y][x] = 1
|
grid.Data[y][x] = 1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
63
main.go
63
main.go
@@ -1,14 +1,12 @@
|
|||||||
package main
|
package main
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
|
||||||
"log"
|
"log"
|
||||||
"os"
|
"os"
|
||||||
|
|
||||||
"github.com/tlinden/golsky/rle"
|
"github.com/tlinden/golsky/rle"
|
||||||
|
|
||||||
"github.com/hajimehoshi/ebiten/v2"
|
"github.com/hajimehoshi/ebiten/v2"
|
||||||
"github.com/spf13/pflag"
|
|
||||||
)
|
)
|
||||||
|
|
||||||
const (
|
const (
|
||||||
@@ -36,66 +34,9 @@ func GetRLE(filename string) *rle.RLE {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func main() {
|
func main() {
|
||||||
game := &Game{}
|
config := ParseCommandline()
|
||||||
showversion := false
|
|
||||||
var rule string
|
|
||||||
var rlefile string
|
|
||||||
|
|
||||||
// commandline params, most configure directly game flags
|
game := NewGame(config, Play)
|
||||||
pflag.IntVarP(&game.Width, "width", "W", 40, "grid width in cells")
|
|
||||||
pflag.IntVarP(&game.Height, "height", "H", 40, "grid height in cells")
|
|
||||||
pflag.IntVarP(&game.Cellsize, "cellsize", "c", 8, "cell size in pixels")
|
|
||||||
pflag.IntVarP(&game.Density, "density", "D", 10, "density of random cells")
|
|
||||||
pflag.IntVarP(&game.TPG, "ticks-per-generation", "t", 10,
|
|
||||||
"game speed: the higher the slower (default: 10)")
|
|
||||||
|
|
||||||
pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
|
|
||||||
pflag.StringVarP(&rlefile, "rle-file", "f", "", "RLE pattern file")
|
|
||||||
pflag.StringVarP(&game.Statefile, "load-state-file", "l", "", "game state file")
|
|
||||||
|
|
||||||
pflag.BoolVarP(&showversion, "version", "v", false, "show version")
|
|
||||||
pflag.BoolVarP(&game.Paused, "paused", "p", false, "do not start simulation (use space to start)")
|
|
||||||
pflag.BoolVarP(&game.Debug, "debug", "d", false, "show debug info")
|
|
||||||
pflag.BoolVarP(&game.NoGrid, "nogrid", "n", false, "do not draw grid lines")
|
|
||||||
pflag.BoolVarP(&game.Empty, "empty", "e", false, "start with an empty screen")
|
|
||||||
pflag.BoolVarP(&game.Invert, "invert", "i", false, "invert colors (dead cell: black)")
|
|
||||||
pflag.BoolVarP(&game.ShowEvolution, "show-evolution", "s", false, "show evolution tracks")
|
|
||||||
pflag.BoolVarP(&game.Wrap, "wrap-around", "w", false, "wrap around grid mode")
|
|
||||||
|
|
||||||
pflag.Parse()
|
|
||||||
|
|
||||||
if showversion {
|
|
||||||
fmt.Printf("This is golsky version %s\n", VERSION)
|
|
||||||
os.Exit(0)
|
|
||||||
}
|
|
||||||
|
|
||||||
// check if we have been given an RLE file to load
|
|
||||||
game.RLE = GetRLE(rlefile)
|
|
||||||
if game.RLE != nil {
|
|
||||||
if game.RLE.Width > game.Width || game.RLE.Height > game.Height {
|
|
||||||
game.Width = game.RLE.Width * 2
|
|
||||||
game.Height = game.RLE.Height * 2
|
|
||||||
fmt.Printf("rlew: %d, rleh: %d, w: %d, h: %d\n",
|
|
||||||
game.RLE.Width, game.RLE.Height, game.Width, game.Height)
|
|
||||||
}
|
|
||||||
|
|
||||||
// RLE needs an empty grid
|
|
||||||
game.Empty = true
|
|
||||||
|
|
||||||
// it may come with its own rule
|
|
||||||
if game.RLE.Rule != "" {
|
|
||||||
game.Rule = ParseGameRule(game.RLE.Rule)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// load rule from commandline when no rule came from RLE file,
|
|
||||||
// default is B3/S23, aka conways game of life
|
|
||||||
if game.Rule == nil {
|
|
||||||
game.Rule = ParseGameRule(rule)
|
|
||||||
}
|
|
||||||
|
|
||||||
// bootstrap the game
|
|
||||||
game.Init()
|
|
||||||
|
|
||||||
// setup environment
|
// setup environment
|
||||||
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
|
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
|
||||||
|
|||||||
584
scene-play.go
Normal file
584
scene-play.go
Normal file
@@ -0,0 +1,584 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"image"
|
||||||
|
"image/color"
|
||||||
|
"log"
|
||||||
|
"math/rand"
|
||||||
|
"os"
|
||||||
|
|
||||||
|
"github.com/hajimehoshi/ebiten/v2"
|
||||||
|
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
|
||||||
|
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
||||||
|
"github.com/hajimehoshi/ebiten/v2/vector"
|
||||||
|
"golang.org/x/image/math/f64"
|
||||||
|
)
|
||||||
|
|
||||||
|
type Images struct {
|
||||||
|
Black, White, Age1, Age2, Age3, Age4, Old *ebiten.Image
|
||||||
|
}
|
||||||
|
|
||||||
|
type ScenePlay struct {
|
||||||
|
Game *Game
|
||||||
|
Config *Config
|
||||||
|
Next SceneName
|
||||||
|
Whoami SceneName
|
||||||
|
|
||||||
|
Grids []*Grid // 2 grids: one current, one next
|
||||||
|
History *Grid // holds state of past dead cells for evolution tracks
|
||||||
|
Index int // points to current grid
|
||||||
|
Generations int64 // Stats
|
||||||
|
Black, White, Grey, Old color.RGBA
|
||||||
|
AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA
|
||||||
|
TicksElapsed int // tick counter for game speed
|
||||||
|
Tiles Images // pre-computed tiles for dead and alife cells
|
||||||
|
Camera Camera // for zoom+move
|
||||||
|
World *ebiten.Image // actual image we render to
|
||||||
|
WheelTurned bool // when user turns wheel multiple times, zoom faster
|
||||||
|
Dragging bool // middle mouse is pressed, move canvas
|
||||||
|
LastCursorPos []int // used to check if the user is dragging
|
||||||
|
Markmode bool // enabled with 'c'
|
||||||
|
MarkTaken bool // true when mouse1 pressed
|
||||||
|
MarkDone bool // true when mouse1 released, copy cells between Mark+Point
|
||||||
|
Mark, Point image.Point // area to marks+save
|
||||||
|
Paused, RunOneStep bool // mutable flags from config
|
||||||
|
TPG int
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewPlayScene(game *Game, config *Config) Scene {
|
||||||
|
scene := &ScenePlay{
|
||||||
|
Whoami: Play,
|
||||||
|
Game: game,
|
||||||
|
Next: Play,
|
||||||
|
Config: config,
|
||||||
|
Paused: config.Paused,
|
||||||
|
TPG: config.TPG,
|
||||||
|
RunOneStep: config.RunOneStep,
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.Init()
|
||||||
|
|
||||||
|
return scene
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) GetNext() SceneName {
|
||||||
|
return scene.Next
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) ResetNext() {
|
||||||
|
scene.Next = scene.Whoami
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) SetNext(next SceneName) {
|
||||||
|
scene.Next = next
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) Clearscreen() bool {
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) CheckRule(state int64, neighbors int64) int64 {
|
||||||
|
var nextstate int64
|
||||||
|
|
||||||
|
// The standard Scene of Life is symbolized in rule-string notation
|
||||||
|
// as B3/S23 (23/3 here). A cell is born if it has exactly three
|
||||||
|
// neighbors, survives if it has two or three living neighbors,
|
||||||
|
// and dies otherwise. The first number, or list of numbers, is
|
||||||
|
// what is required for a dead cell to be born.
|
||||||
|
|
||||||
|
if state == 0 && Contains(scene.Config.Rule.Birth, neighbors) {
|
||||||
|
nextstate = Alive
|
||||||
|
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
|
||||||
|
nextstate = Alive
|
||||||
|
} else {
|
||||||
|
nextstate = Dead
|
||||||
|
}
|
||||||
|
|
||||||
|
return nextstate
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update all cells according to the current rule
|
||||||
|
func (scene *ScenePlay) UpdateCells() {
|
||||||
|
// count ticks so we know when to actually run
|
||||||
|
scene.TicksElapsed++
|
||||||
|
|
||||||
|
if scene.TPG > scene.TicksElapsed {
|
||||||
|
// need to sleep a little more
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
// next grid index, we just xor 0|1 to 1|0
|
||||||
|
next := scene.Index ^ 1
|
||||||
|
|
||||||
|
// compute life status of cells
|
||||||
|
for y := 0; y < scene.Config.Height; y++ {
|
||||||
|
for x := 0; x < scene.Config.Width; x++ {
|
||||||
|
state := scene.Grids[scene.Index].Data[y][x] // 0|1 == dead or alive
|
||||||
|
neighbors := scene.CountNeighbors(x, y) // alive neighbor count
|
||||||
|
|
||||||
|
// actually apply the current rules
|
||||||
|
nextstate := scene.CheckRule(state, neighbors)
|
||||||
|
|
||||||
|
// change state of current cell in next grid
|
||||||
|
scene.Grids[next].Data[y][x] = nextstate
|
||||||
|
|
||||||
|
// set history to current generation so we can infer the
|
||||||
|
// age of the cell's state during rendering and use it to
|
||||||
|
// deduce the color to use if evolution tracking is enabled
|
||||||
|
if state != nextstate {
|
||||||
|
scene.History.Data[y][x] = scene.Generations
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// switch grid for rendering
|
||||||
|
scene.Index ^= 1
|
||||||
|
|
||||||
|
// global stats counter
|
||||||
|
scene.Generations++
|
||||||
|
|
||||||
|
if scene.Config.RunOneStep {
|
||||||
|
// setp-wise mode, halt the game
|
||||||
|
scene.Config.RunOneStep = false
|
||||||
|
}
|
||||||
|
|
||||||
|
// reset speed counter
|
||||||
|
scene.TicksElapsed = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) Reset() {
|
||||||
|
scene.Paused = true
|
||||||
|
scene.InitGrid(nil)
|
||||||
|
scene.Paused = false
|
||||||
|
}
|
||||||
|
|
||||||
|
// check user input
|
||||||
|
func (scene *ScenePlay) CheckInput() {
|
||||||
|
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
|
||||||
|
os.Exit(0)
|
||||||
|
}
|
||||||
|
|
||||||
|
if inpututil.IsKeyJustPressed(ebiten.KeyC) {
|
||||||
|
fmt.Println("mark mode on")
|
||||||
|
scene.Markmode = true
|
||||||
|
}
|
||||||
|
|
||||||
|
if scene.Markmode {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
|
||||||
|
scene.Paused = !scene.Paused
|
||||||
|
}
|
||||||
|
|
||||||
|
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
|
||||||
|
scene.ToggleCellOnCursorPos(Alive)
|
||||||
|
scene.Paused = true // drawing while running makes no sense
|
||||||
|
}
|
||||||
|
|
||||||
|
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
|
||||||
|
scene.ToggleCellOnCursorPos(Dead)
|
||||||
|
scene.Paused = true // drawing while running makes no sense
|
||||||
|
}
|
||||||
|
|
||||||
|
if ebiten.IsKeyPressed(ebiten.KeyPageDown) {
|
||||||
|
if scene.Config.TPG < 120 {
|
||||||
|
scene.Config.TPG++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if ebiten.IsKeyPressed(ebiten.KeyPageUp) {
|
||||||
|
if scene.TPG > 1 {
|
||||||
|
scene.TPG--
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if inpututil.IsKeyJustPressed(ebiten.KeyS) {
|
||||||
|
scene.SaveState()
|
||||||
|
}
|
||||||
|
|
||||||
|
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
|
||||||
|
scene.Reset()
|
||||||
|
}
|
||||||
|
|
||||||
|
if scene.Paused {
|
||||||
|
if inpututil.IsKeyJustPressed(ebiten.KeyN) {
|
||||||
|
scene.Config.RunOneStep = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check dragging input. move the canvas with the mouse while pressing
|
||||||
|
// the middle mouse button, zoom in and out using the wheel.
|
||||||
|
func (scene *ScenePlay) CheckDraggingInput() {
|
||||||
|
if scene.Markmode {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
// move canvas
|
||||||
|
if scene.Dragging && !ebiten.IsMouseButtonPressed(ebiten.MouseButton1) {
|
||||||
|
// release
|
||||||
|
scene.Dragging = false
|
||||||
|
}
|
||||||
|
|
||||||
|
if !scene.Dragging && ebiten.IsMouseButtonPressed(ebiten.MouseButton1) {
|
||||||
|
// start dragging
|
||||||
|
scene.Dragging = true
|
||||||
|
scene.LastCursorPos[0], scene.LastCursorPos[1] = ebiten.CursorPosition()
|
||||||
|
}
|
||||||
|
|
||||||
|
if scene.Dragging {
|
||||||
|
x, y := ebiten.CursorPosition()
|
||||||
|
|
||||||
|
if x != scene.LastCursorPos[0] || y != scene.LastCursorPos[1] {
|
||||||
|
// actually drag by mouse cursor pos diff to last cursor pos
|
||||||
|
scene.Camera.Position[0] -= float64(x - scene.LastCursorPos[0])
|
||||||
|
scene.Camera.Position[1] -= float64(y - scene.LastCursorPos[1])
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.LastCursorPos[0], scene.LastCursorPos[1] = ebiten.CursorPosition()
|
||||||
|
}
|
||||||
|
|
||||||
|
// also support the arrow keys to move the canvas
|
||||||
|
if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) {
|
||||||
|
scene.Camera.Position[0] -= 1
|
||||||
|
}
|
||||||
|
if ebiten.IsKeyPressed(ebiten.KeyArrowRight) {
|
||||||
|
scene.Camera.Position[0] += 1
|
||||||
|
}
|
||||||
|
if ebiten.IsKeyPressed(ebiten.KeyArrowUp) {
|
||||||
|
scene.Camera.Position[1] -= 1
|
||||||
|
}
|
||||||
|
if ebiten.IsKeyPressed(ebiten.KeyArrowDown) {
|
||||||
|
scene.Camera.Position[1] += 1
|
||||||
|
}
|
||||||
|
|
||||||
|
// Zoom
|
||||||
|
_, dy := ebiten.Wheel()
|
||||||
|
step := 1
|
||||||
|
|
||||||
|
if scene.WheelTurned {
|
||||||
|
// if keep scrolling the wheel, zoom faster
|
||||||
|
step = 50
|
||||||
|
} else {
|
||||||
|
scene.WheelTurned = false
|
||||||
|
}
|
||||||
|
|
||||||
|
if dy < 0 {
|
||||||
|
if scene.Camera.ZoomFactor > -2400 {
|
||||||
|
scene.Camera.ZoomFactor -= step
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if dy > 0 {
|
||||||
|
if scene.Camera.ZoomFactor < 2400 {
|
||||||
|
scene.Camera.ZoomFactor += step
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
||||||
|
scene.Camera.Reset()
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) GetWorldCursorPos() image.Point {
|
||||||
|
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
|
||||||
|
return image.Point{
|
||||||
|
X: int(worldX) / scene.Config.Cellsize,
|
||||||
|
Y: int(worldY) / scene.Config.Cellsize,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) CheckMarkInput() {
|
||||||
|
if !scene.Markmode {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) {
|
||||||
|
if !scene.MarkTaken {
|
||||||
|
scene.Mark = scene.GetWorldCursorPos()
|
||||||
|
scene.MarkTaken = true
|
||||||
|
scene.MarkDone = false
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.Point = scene.GetWorldCursorPos()
|
||||||
|
fmt.Printf("Mark: %v, Current: %v\n", scene.Mark, scene.Point)
|
||||||
|
} else if inpututil.IsMouseButtonJustReleased(ebiten.MouseButton0) {
|
||||||
|
scene.Markmode = false
|
||||||
|
scene.MarkTaken = false
|
||||||
|
scene.MarkDone = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) SaveState() {
|
||||||
|
filename := GetFilename(scene.Generations)
|
||||||
|
err := scene.Grids[scene.Index].SaveState(filename)
|
||||||
|
if err != nil {
|
||||||
|
log.Printf("failed to save game state to %s: %s", filename, err)
|
||||||
|
}
|
||||||
|
log.Printf("saved game state to %s at generation %d\n", filename, scene.Generations)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) Update() error {
|
||||||
|
scene.CheckInput()
|
||||||
|
scene.CheckDraggingInput()
|
||||||
|
scene.CheckMarkInput()
|
||||||
|
|
||||||
|
if !scene.Paused || scene.RunOneStep {
|
||||||
|
scene.UpdateCells()
|
||||||
|
}
|
||||||
|
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// set a cell to alive or dead
|
||||||
|
func (scene *ScenePlay) ToggleCellOnCursorPos(alive int64) {
|
||||||
|
// use cursor pos relative to the world
|
||||||
|
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
|
||||||
|
x := int(worldX) / scene.Config.Cellsize
|
||||||
|
y := int(worldY) / scene.Config.Cellsize
|
||||||
|
|
||||||
|
//fmt.Printf("cell at %d,%d\n", x, y)
|
||||||
|
|
||||||
|
if x > -1 && y > -1 {
|
||||||
|
scene.Grids[scene.Index].Data[y][x] = alive
|
||||||
|
scene.History.Data[y][x] = 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// draw the new grid state
|
||||||
|
func (scene *ScenePlay) Draw(screen *ebiten.Image) {
|
||||||
|
// we fill the whole screen with a background color, the cells
|
||||||
|
// themselfes will be 1px smaller as their nominal size, producing
|
||||||
|
// a nice grey grid with grid lines
|
||||||
|
op := &ebiten.DrawImageOptions{}
|
||||||
|
|
||||||
|
if scene.Config.NoGrid {
|
||||||
|
scene.World.Fill(scene.White)
|
||||||
|
} else {
|
||||||
|
scene.World.Fill(scene.Grey)
|
||||||
|
}
|
||||||
|
|
||||||
|
for y := 0; y < scene.Config.Height; y++ {
|
||||||
|
for x := 0; x < scene.Config.Width; x++ {
|
||||||
|
op.GeoM.Reset()
|
||||||
|
op.GeoM.Translate(float64(x*scene.Config.Cellsize), float64(y*scene.Config.Cellsize))
|
||||||
|
|
||||||
|
age := scene.Generations - scene.History.Data[y][x]
|
||||||
|
|
||||||
|
switch scene.Grids[scene.Index].Data[y][x] {
|
||||||
|
case 1:
|
||||||
|
if age > 50 && scene.Config.ShowEvolution {
|
||||||
|
scene.World.DrawImage(scene.Tiles.Old, op)
|
||||||
|
} else {
|
||||||
|
scene.World.DrawImage(scene.Tiles.Black, op)
|
||||||
|
}
|
||||||
|
case 0:
|
||||||
|
if scene.History.Data[y][x] > 1 && scene.Config.ShowEvolution {
|
||||||
|
switch {
|
||||||
|
case age < 10:
|
||||||
|
scene.World.DrawImage(scene.Tiles.Age1, op)
|
||||||
|
case age < 20:
|
||||||
|
scene.World.DrawImage(scene.Tiles.Age2, op)
|
||||||
|
case age < 30:
|
||||||
|
scene.World.DrawImage(scene.Tiles.Age3, op)
|
||||||
|
default:
|
||||||
|
scene.World.DrawImage(scene.Tiles.Age4, op)
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
scene.World.DrawImage(scene.Tiles.White, op)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.Camera.Render(scene.World, screen)
|
||||||
|
|
||||||
|
if scene.Config.Debug {
|
||||||
|
paused := ""
|
||||||
|
if scene.Paused {
|
||||||
|
paused = "-- paused --"
|
||||||
|
}
|
||||||
|
|
||||||
|
ebitenutil.DebugPrint(
|
||||||
|
screen,
|
||||||
|
fmt.Sprintf("FPS: %0.2f, TPG: %d, Mem: %0.2f MB, Generations: %d %s",
|
||||||
|
ebiten.ActualTPS(), scene.TPG, GetMem(), scene.Generations, paused),
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// FIXME: move these into Grid
|
||||||
|
// load a pre-computed pattern from RLE file
|
||||||
|
func (scene *ScenePlay) InitPattern() {
|
||||||
|
if scene.Config.RLE != nil {
|
||||||
|
startX := (scene.Config.Width / 2) - (scene.Config.RLE.Width / 2)
|
||||||
|
startY := (scene.Config.Height / 2) - (scene.Config.RLE.Height / 2)
|
||||||
|
var y, x int
|
||||||
|
|
||||||
|
for rowIndex, patternRow := range scene.Config.RLE.Pattern {
|
||||||
|
for colIndex := range patternRow {
|
||||||
|
if scene.Config.RLE.Pattern[rowIndex][colIndex] > 0 {
|
||||||
|
x = colIndex + startX
|
||||||
|
y = rowIndex + startY
|
||||||
|
|
||||||
|
scene.History.Data[y][x] = 1
|
||||||
|
scene.Grids[0].Data[y][x] = 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) InitGrid(grid *Grid) {
|
||||||
|
if grid != nil {
|
||||||
|
// use pre-loaded grid
|
||||||
|
scene.Grids = []*Grid{
|
||||||
|
grid,
|
||||||
|
NewGrid(grid.Width, grid.Height, 0, false),
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.History = NewGrid(grid.Width, grid.Height, 0, false)
|
||||||
|
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
grida := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
||||||
|
gridb := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
||||||
|
history := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
||||||
|
|
||||||
|
for y := 0; y < scene.Config.Height; y++ {
|
||||||
|
if !scene.Config.Empty {
|
||||||
|
for x := 0; x < scene.Config.Width; x++ {
|
||||||
|
if rand.Intn(scene.Config.Density) == 1 {
|
||||||
|
history.Data[y][x] = 1
|
||||||
|
grida.Data[y][x] = 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.Grids = []*Grid{
|
||||||
|
grida,
|
||||||
|
gridb,
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.History = history
|
||||||
|
}
|
||||||
|
|
||||||
|
// prepare tile images
|
||||||
|
func (scene *ScenePlay) InitTiles() {
|
||||||
|
scene.Grey = color.RGBA{128, 128, 128, 0xff}
|
||||||
|
scene.Old = color.RGBA{255, 30, 30, 0xff}
|
||||||
|
|
||||||
|
scene.Black = color.RGBA{0, 0, 0, 0xff}
|
||||||
|
scene.White = color.RGBA{200, 200, 200, 0xff}
|
||||||
|
scene.AgeColor1 = color.RGBA{255, 195, 97, 0xff} // FIXME: use slice!
|
||||||
|
scene.AgeColor2 = color.RGBA{255, 211, 140, 0xff}
|
||||||
|
scene.AgeColor3 = color.RGBA{255, 227, 181, 0xff}
|
||||||
|
scene.AgeColor4 = color.RGBA{255, 240, 224, 0xff}
|
||||||
|
|
||||||
|
if scene.Config.Invert {
|
||||||
|
scene.White = color.RGBA{0, 0, 0, 0xff}
|
||||||
|
scene.Black = color.RGBA{200, 200, 200, 0xff}
|
||||||
|
|
||||||
|
scene.AgeColor1 = color.RGBA{82, 38, 0, 0xff}
|
||||||
|
scene.AgeColor2 = color.RGBA{66, 35, 0, 0xff}
|
||||||
|
scene.AgeColor3 = color.RGBA{43, 27, 0, 0xff}
|
||||||
|
scene.AgeColor4 = color.RGBA{25, 17, 0, 0xff}
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.Tiles.Black = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
|
||||||
|
scene.Tiles.White = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
|
||||||
|
scene.Tiles.Old = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
|
||||||
|
scene.Tiles.Age1 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
|
||||||
|
scene.Tiles.Age2 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
|
||||||
|
scene.Tiles.Age3 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
|
||||||
|
scene.Tiles.Age4 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
|
||||||
|
|
||||||
|
cellsize := scene.Config.ScreenWidth / scene.Config.Cellsize
|
||||||
|
|
||||||
|
FillCell(scene.Tiles.Black, cellsize, scene.Black)
|
||||||
|
FillCell(scene.Tiles.White, cellsize, scene.White)
|
||||||
|
FillCell(scene.Tiles.Old, cellsize, scene.Old)
|
||||||
|
FillCell(scene.Tiles.Age1, cellsize, scene.AgeColor1)
|
||||||
|
FillCell(scene.Tiles.Age2, cellsize, scene.AgeColor2)
|
||||||
|
FillCell(scene.Tiles.Age3, cellsize, scene.AgeColor3)
|
||||||
|
FillCell(scene.Tiles.Age4, cellsize, scene.AgeColor4)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) Init() {
|
||||||
|
// setup the scene
|
||||||
|
var grid *Grid
|
||||||
|
|
||||||
|
if scene.Config.StateGrid != nil {
|
||||||
|
grid = scene.Config.StateGrid
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.Camera = Camera{
|
||||||
|
ViewPort: f64.Vec2{
|
||||||
|
float64(scene.Config.ScreenWidth),
|
||||||
|
float64(scene.Config.ScreenHeight),
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.World = ebiten.NewImage(scene.Config.ScreenWidth, scene.Config.ScreenHeight)
|
||||||
|
|
||||||
|
scene.InitGrid(grid)
|
||||||
|
scene.InitPattern()
|
||||||
|
scene.InitTiles()
|
||||||
|
|
||||||
|
scene.Index = 0
|
||||||
|
scene.TicksElapsed = 0
|
||||||
|
|
||||||
|
scene.LastCursorPos = make([]int, 2)
|
||||||
|
}
|
||||||
|
|
||||||
|
// count the living neighbors of a cell
|
||||||
|
func (scene *ScenePlay) CountNeighbors(x, y int) int64 {
|
||||||
|
var sum int64
|
||||||
|
|
||||||
|
for nbgX := -1; nbgX < 2; nbgX++ {
|
||||||
|
for nbgY := -1; nbgY < 2; nbgY++ {
|
||||||
|
var col, row int
|
||||||
|
if scene.Config.Wrap {
|
||||||
|
// In wrap mode we look at all the 8 neighbors surrounding us.
|
||||||
|
// In case we are on an edge we'll look at the neighbor on the
|
||||||
|
// other side of the grid, thus wrapping lookahead around
|
||||||
|
// using the mod() function.
|
||||||
|
col = (x + nbgX + scene.Config.Width) % scene.Config.Width
|
||||||
|
row = (y + nbgY + scene.Config.Height) % scene.Config.Height
|
||||||
|
|
||||||
|
} else {
|
||||||
|
// In traditional grid mode the edges are deadly
|
||||||
|
if x+nbgX < 0 || x+nbgX >= scene.Config.Width || y+nbgY < 0 || y+nbgY >= scene.Config.Height {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
col = x + nbgX
|
||||||
|
row = y + nbgY
|
||||||
|
}
|
||||||
|
|
||||||
|
sum += scene.Grids[scene.Index].Data[row][col]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// don't count ourselfes though
|
||||||
|
sum -= scene.Grids[scene.Index].Data[y][x]
|
||||||
|
|
||||||
|
return sum
|
||||||
|
}
|
||||||
|
|
||||||
|
// fill a cell with the given color
|
||||||
|
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
|
||||||
|
vector.DrawFilledRect(
|
||||||
|
tile,
|
||||||
|
float32(1),
|
||||||
|
float32(1),
|
||||||
|
float32(cellsize-1),
|
||||||
|
float32(cellsize-1),
|
||||||
|
col, false,
|
||||||
|
)
|
||||||
|
}
|
||||||
25
scene.go
Normal file
25
scene.go
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import "github.com/hajimehoshi/ebiten/v2"
|
||||||
|
|
||||||
|
// Wrapper for different screens to be shown, as Welcome, Options,
|
||||||
|
// About, Menu Level and of course the actual game
|
||||||
|
// Scenes are responsible for screen clearing! That way a scene is able
|
||||||
|
// to render its content onto the running level, e.g. the options scene
|
||||||
|
// etc.
|
||||||
|
|
||||||
|
type SceneName int
|
||||||
|
|
||||||
|
type Scene interface {
|
||||||
|
SetNext(SceneName)
|
||||||
|
GetNext() SceneName
|
||||||
|
ResetNext()
|
||||||
|
Clearscreen() bool
|
||||||
|
Update() error
|
||||||
|
Draw(screen *ebiten.Image)
|
||||||
|
}
|
||||||
|
|
||||||
|
const (
|
||||||
|
Menu = iota // main top level menu
|
||||||
|
Play // actual playing happens here
|
||||||
|
)
|
||||||
Reference in New Issue
Block a user