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

56
README.md Normal file
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@@ -0,0 +1,56 @@
# Conway's game of life
I wanted to play around a little bit with GOL in golang and here's the
result. It's a simple game using
[ebitengine](https://github.com/hajimehoshi/ebiten/).
# Build and install
Just execute: `go build .` and use the resulting executable.
You'll need the golang toolchain.
# Usage
The game has a couple of commandline options:
```default
Usage of ./gameoflife:
-c, --cellsize int cell size in pixels (default 8)
-d, --debug show debug info
-D, --density int density of random cells (default 10)
-e, --empty start with an empty screen
-H, --height int grid height in cells (default 40)
-i, --invert invert colors (dead cell: black)
-r, --rule string game rule (default "B3/S23")
-s, --show-evolution show evolution tracks
-t, --tps int game speed in ticks per second (default 60)
-v, --version show version
-W, --width int grid width in cells (default 40)
```
While it runs, there are a couple of commands you can use:
* left mouse click: set a cell to alife
* right mouse click: set a cell to dead
* space: pause or resume the game
* q: quit
* up arrow: speed up
* down arrow: slow down
* page up: speed up more
* page down: slow down more
# Report bugs
[Please open an issue](https://github.com/TLINDEN/gameoflife/issues). Thanks!
# License
This work is licensed under the terms of the General Public Licens
version 3.
# Author
Copyleft (c) 2024 Thomas von Dein

9
TODO.md Normal file
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@@ -0,0 +1,9 @@
https://conwaylife.com/wiki/Run_Length_Encoded
e.g.:
https://github.com/nhoffmann/life/tree/master/rle
https://github.com/sachaos/go-life/tree/master/format/rle
rle files:
https://catagolue.hatsya.com/object/xq2_32mmgozg0igke72z1n2q1z0qgm1z31i2bsogzggqq261z1/b3s23
https://copy.sh/life/examples/

15
go.mod
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@@ -2,14 +2,21 @@ module gameoflife
go 1.22
require github.com/hajimehoshi/ebiten/v2 v2.7.3
require (
github.com/hajimehoshi/ebiten/v2 v2.7.4
github.com/spf13/pflag v1.0.5
github.com/tinne26/etxt v0.0.8
github.com/tinne26/fonts/liberation/lbrtserif v0.0.0-20230317183620-0b634734e4ec
)
require (
github.com/alecthomas/repr v0.4.0 // indirect
github.com/ebitengine/gomobile v0.0.0-20240329170434-1771503ff0a8 // indirect
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.6.0 // indirect
golang.org/x/sys v0.18.0 // indirect
golang.org/x/image v0.16.0 // indirect
golang.org/x/sync v0.7.0 // indirect
golang.org/x/sys v0.20.0 // indirect
golang.org/x/text v0.15.0 // indirect
)

28
go.sum
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@@ -1,18 +1,26 @@
github.com/alecthomas/repr v0.4.0 h1:GhI2A8MACjfegCPVq9f1FLvIBS+DrQ2KQBFZP1iFzXc=
github.com/alecthomas/repr v0.4.0/go.mod h1:Fr0507jx4eOXV7AlPV6AVZLYrLIuIeSOWtW57eE/O/4=
github.com/ebitengine/gomobile v0.0.0-20240329170434-1771503ff0a8 h1:5e8X7WEdOWrjrKvgaWF6PRnDvJicfrkEnwAkWtMN74g=
github.com/ebitengine/gomobile v0.0.0-20240329170434-1771503ff0a8/go.mod h1:tWboRRNagZwwwis4QIgEFG1ZNFwBJ3LAhSLAXAAxobQ=
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXnMc=
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/hajimehoshi/ebiten/v2 v2.7.3 h1:lDpj8KbmmjzwD19rsjXNkyelicu0XGvklZW6/tjrgNs=
github.com/hajimehoshi/ebiten/v2 v2.7.3/go.mod h1:1vjyPw+h3n30rfTOpIsbWRXSxZ0Oz1cYc6Tq/2DKoQg=
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
golang.org/x/image v0.15.0 h1:kOELfmgrmJlw4Cdb7g/QGuB3CvDrXbqEIww/pNtNBm8=
golang.org/x/image v0.15.0/go.mod h1:HUYqC05R2ZcZ3ejNQsIHQDQiwWM4JBqmm6MKANTp4LE=
golang.org/x/sync v0.6.0 h1:5BMeUDZ7vkXGfEr1x9B4bRcTH4lpkTkpdh0T/J+qjbQ=
golang.org/x/sync v0.6.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.18.0 h1:DBdB3niSjOA/O0blCZBqDefyWNYveAYMNF1Wum0DYQ4=
golang.org/x/sys v0.18.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
github.com/spf13/pflag v1.0.5 h1:iy+VFUOCP1a+8yFto/drg2CJ5u0yRoB7fZw3DKv/JXA=
github.com/spf13/pflag v1.0.5/go.mod h1:McXfInJRrz4CZXVZOBLb0bTZqETkiAhM9Iw0y3An2Bg=
github.com/tinne26/etxt v0.0.8 h1:rjb58jkMkapRGLmhBMWnT76E/nMTXC5P1Q956BRZkoc=
github.com/tinne26/etxt v0.0.8/go.mod h1:QM/hlNkstsKC39elTFNKAR34xsMb9QoVosf+g9wlYxM=
github.com/tinne26/fonts/liberation/lbrtserif v0.0.0-20230317183620-0b634734e4ec h1:CUSt85il4uQxLjlVhup44P7gpaZmkYooIHmCLjq85vg=
github.com/tinne26/fonts/liberation/lbrtserif v0.0.0-20230317183620-0b634734e4ec/go.mod h1:4BN4bFDBeF9+E97yjko9Pe7x8WgY4Ek6oiOYa1KDgpE=
golang.org/x/image v0.16.0 h1:9kloLAKhUufZhA12l5fwnx2NZW39/we1UhBesW433jw=
golang.org/x/image v0.16.0/go.mod h1:ugSZItdV4nOxyqp56HmXwH0Ry0nBCpjnZdpDaIHdoPs=
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
golang.org/x/text v0.15.0 h1:h1V/4gjBv8v9cjcR6+AR5+/cIYK5N/WAgiv4xlsEtAk=
golang.org/x/text v0.15.0/go.mod h1:18ZOQIKpY8NJVqYksKHtTdi31H5itFRjB5/qKTNYzSU=

321
main.go
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@@ -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)
}
}