works, with various options

This commit is contained in:
2024-05-21 19:01:08 +02:00
parent b03e2d57e9
commit 3837be4f53
5 changed files with 366 additions and 63 deletions

321
main.go
View File

@@ -1,12 +1,26 @@
package main
import (
"fmt"
"image/color"
"log"
"math/rand"
"os"
"strconv"
"strings"
"github.com/alecthomas/repr"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
"github.com/spf13/pflag"
)
const (
VERSION = "v0.0.1"
Alive = 1
Dead = 0
)
type Grid struct {
@@ -14,18 +28,54 @@ type Grid struct {
}
type Game struct {
Grids []*Grid // 2 grids: one current, one next
Index int // points to current grid
Width, Height, Cellsize int
ScreenWidth, ScreenHeight int
Black, White color.RGBA
Grids []*Grid // 2 grids: one current, one next
History *Grid
Index int // points to current grid
Width, Height, Cellsize, Density int
ScreenWidth, ScreenHeight int
Generations int
Black, White, Grey, Beige color.RGBA
Speed int
Debug, Paused, Empty, Invert, ShowEvolution bool
Rule *Rule
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return game.ScreenWidth, game.ScreenHeight
}
func (game *Game) Update() error {
func (game *Game) CheckRule(state, neighbors int) int {
var nextstate int
// The standard Game 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(game.Rule.Birth, neighbors) {
nextstate = 1
} else if state == 1 && Contains(game.Rule.Death, neighbors) {
nextstate = 1
} else {
nextstate = 0
}
return nextstate
}
// find an item in a list, generic variant
func Contains[E comparable](s []E, v E) bool {
for _, vs := range s {
if v == vs {
return true
}
}
return false
}
func (game *Game) UpdateCells() {
// compute cells
next := game.Index ^ 1 // next grid index, we just xor 0|1 to 1|0
@@ -33,62 +83,191 @@ func (game *Game) Update() error {
for x := 0; x < game.Width; x++ {
state := game.Grids[game.Index].Data[y][x] // 0|1 == dead or alive
neighbors := CountNeighbors(game, x, y) // alive neighbor count
var nextstate int
// the actual game of life rules
if state == 0 && neighbors == 3 {
nextstate = 1
} else if state == 1 && (neighbors < 2 || neighbors > 3) {
nextstate = 0
} else {
nextstate = state
}
// actually apply the current rules
nextstate := game.CheckRule(state, neighbors)
// change state of current cell in next grid
game.Grids[next].Data[y][x] = nextstate
if state == 1 {
game.History.Data[y][x] = 1
}
}
}
// switch grid for rendering
game.Index ^= 1
// global counter
game.Generations++
}
// a GOL rule
type Rule struct {
Birth []int
Death []int
}
// parse one part of a GOL rule into rule slice
func NumbersToList(numbers string) []int {
list := []int{}
items := strings.Split(numbers, "")
for _, item := range items {
num, err := strconv.Atoi(item)
if err != nil {
log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
}
list = append(list, num)
}
return list
}
// parse GOL rule, used in CheckRule()
func ParseGameRule(rule string) *Rule {
parts := strings.Split(rule, "/")
if len(parts) < 2 {
log.Fatalf("Invalid game rule <%s>", rule)
}
golrule := &Rule{}
for _, part := range parts {
if part[0] == 'B' {
golrule.Birth = NumbersToList(part[1:])
} else {
golrule.Death = NumbersToList(part[1:])
}
}
return golrule
}
// check user input
func (game *Game) CheckInput() {
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
os.Exit(0)
}
if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
game.Paused = !game.Paused
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
ToggleCell(game, Alive)
game.Paused = true // drawing while running makes no sense
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
ToggleCell(game, Dead)
game.Paused = true // drawing while running makes no sense
}
if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) {
if game.Speed > 1 {
game.Speed--
ebiten.SetTPS(game.Speed)
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) {
if game.Speed < 120 {
game.Speed++
ebiten.SetTPS(game.Speed)
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyPageDown) {
switch {
case game.Speed > 5:
game.Speed -= 5
case game.Speed <= 5:
game.Speed = 1
}
ebiten.SetTPS(game.Speed)
}
if inpututil.IsKeyJustPressed(ebiten.KeyPageUp) {
if game.Speed <= 115 {
game.Speed += 5
ebiten.SetTPS(game.Speed)
}
}
}
func (game *Game) Update() error {
game.CheckInput()
if !game.Paused {
game.UpdateCells()
}
return nil
}
// fill a cell with the given color
func FillCell(screen *ebiten.Image, x, y, cellsize int, col color.RGBA) {
vector.DrawFilledRect(
screen,
float32(x*cellsize+1),
float32(y*cellsize+1),
float32(cellsize-1),
float32(cellsize-1),
col, false,
)
}
// set a cell to alive or dead
func ToggleCell(game *Game, alive int) {
xPX, yPX := ebiten.CursorPosition()
x := xPX / game.Cellsize
y := yPX / game.Cellsize
//fmt.Printf("cell at %d,%d\n", x, y)
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) {
// 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
screen.Fill(game.Grey)
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
currentcolor := game.White
if game.Grids[game.Index].Data[y][x] == 1 {
currentcolor = game.Black
}
vector.DrawFilledRect(screen,
float32(x*game.Cellsize),
float32(y*game.Cellsize),
float32(game.Cellsize),
float32(game.Cellsize),
currentcolor, false)
if currentcolor == game.White {
// draw black
vector.DrawFilledRect(screen,
float32(x*game.Cellsize),
float32(y*game.Cellsize),
float32(game.Cellsize),
float32(game.Cellsize),
game.Black, false)
// then fill with 1px lesser rect in white
// thus creating grid lines
vector.DrawFilledRect(screen,
float32(x*game.Cellsize+1),
float32(y*game.Cellsize+1),
float32(game.Cellsize-1),
float32(game.Cellsize-1),
game.White, false)
switch game.Grids[game.Index].Data[y][x] {
case 1:
FillCell(screen, x, y, game.Cellsize, game.Black)
case 0:
if game.History.Data[y][x] == 1 && game.ShowEvolution {
FillCell(screen, x, y, game.Cellsize, game.Beige)
} else {
FillCell(screen, x, y, game.Cellsize, game.White)
}
}
}
}
if game.Debug {
paused := ""
if game.Paused {
paused = "-- paused --"
}
ebitenutil.DebugPrint(
screen,
fmt.Sprintf("FPS: %d, Generations: %d %s",
game.Speed, game.Generations, paused),
)
}
}
func (game *Game) Init() {
@@ -98,12 +277,19 @@ func (game *Game) Init() {
grid := &Grid{Data: make([][]int, game.Height)}
gridb := &Grid{Data: make([][]int, game.Height)}
history := &Grid{Data: make([][]int, game.Height)}
for y := 0; y < game.Height; y++ {
grid.Data[y] = make([]int, game.Width)
gridb.Data[y] = make([]int, game.Width)
for x := 0; x < game.Width; x++ {
grid.Data[y][x] = rand.Intn(2)
history.Data[y] = make([]int, game.Width)
if !game.Empty {
for x := 0; x < game.Width; x++ {
if rand.Intn(game.Density) == 1 {
history.Data[y][x] = 1
grid.Data[y][x] = 1
}
}
}
}
@@ -112,12 +298,23 @@ func (game *Game) Init() {
gridb,
}
game.History = history
game.Black = color.RGBA{0, 0, 0, 0xff}
game.White = color.RGBA{0xff, 0xff, 0xff, 0xff}
game.White = color.RGBA{200, 200, 200, 0xff}
game.Grey = color.RGBA{128, 128, 128, 0xff}
game.Beige = color.RGBA{0xff, 0xf8, 0xdc, 0xff}
if game.Invert {
game.White = color.RGBA{0, 0, 0, 0xff}
game.Black = color.RGBA{200, 200, 200, 0xff}
game.Beige = color.RGBA{0x8b, 0x1a, 0x1a, 0xff}
}
game.Index = 0
}
// count the living neighbors of a cell
func CountNeighbors(game *Game, x, y int) int {
sum := 0
@@ -139,15 +336,41 @@ func CountNeighbors(game *Game, x, y int) int {
}
func main() {
game := &Game{Width: 180, Height: 160, Cellsize: 15}
game := &Game{}
showversion := false
var rule string
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.Speed, "tps", "t", 60, "game speed in ticks per second")
pflag.IntVarP(&game.Density, "density", "D", 10, "density of random cells")
pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
pflag.BoolVarP(&showversion, "version", "v", false, "show version")
pflag.BoolVarP(&game.Debug, "debug", "d", false, "show debug info")
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.Parse()
if showversion {
fmt.Printf("This is gameoflife version %s\n", VERSION)
os.Exit(0)
}
game.Rule = ParseGameRule(rule)
repr.Print(game.Rule.Birth)
repr.Print(game.Rule.Death)
game.Init()
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("Game of life")
ebiten.SetTPS(30)
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
ebiten.SetTPS(game.Speed)
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}