mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-16 04:00:59 +01:00
using only one dimensional grid by calculating y+STRIDE*x
This commit is contained in:
93
src/grid.go
93
src/grid.go
@@ -12,46 +12,42 @@ import (
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"github.com/tlinden/golsky/rle"
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)
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// func (cell *Cell) Count() uint8 {
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// var count uint8
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// for idx := 0; idx < cell.NeighborCount; idx++ {
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// count += cell.Neighbors[idx].State
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// }
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// return count
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// }
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// equals grid height, is being used to access grid elements and must be global
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var STRIDE int
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type Neighbor struct {
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X, Y int
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}
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type Grid struct {
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Data [][]uint8
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NeighborCount [][]int
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Neighbors [][][]Neighbor
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Data []uint8
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NeighborCount []int
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Neighbors [][]Neighbor
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Empty bool
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Config *Config
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}
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// Create new empty grid and allocate Data according to provided dimensions
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func NewGrid(config *Config) *Grid {
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STRIDE = config.Height
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if config.Width > config.Height {
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STRIDE = config.Width
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}
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size := STRIDE * STRIDE
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grid := &Grid{
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Data: make([][]uint8, config.Height),
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NeighborCount: make([][]int, config.Height),
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Neighbors: make([][][]Neighbor, config.Height),
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Data: make([]uint8, size),
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NeighborCount: make([]int, size),
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Neighbors: make([][]Neighbor, size),
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Empty: config.Empty,
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Config: config,
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}
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// first setup the cells
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for y := 0; y < config.Height; y++ {
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grid.Data[y] = make([]uint8, config.Width)
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grid.Neighbors[y] = make([][]Neighbor, config.Width)
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grid.NeighborCount[y] = make([]int, config.Width)
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for x := 0; x < config.Width; x++ {
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grid.Data[y][x] = 0
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grid.Data[y+STRIDE*x] = 0
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}
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}
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@@ -97,20 +93,25 @@ func (grid *Grid) SetupNeighbors(x, y int) {
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}
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neighbors = append(neighbors, Neighbor{X: col, Y: row})
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grid.NeighborCount[y][x]++
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grid.NeighborCount[y+STRIDE*x]++
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idx++
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}
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}
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grid.Neighbors[y][x] = neighbors
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grid.Neighbors[y+STRIDE*x] = neighbors
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}
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// count the living neighbors of a cell
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func (grid *Grid) CountNeighbors(x, y int) uint8 {
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var count uint8
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for idx := 0; idx < grid.NeighborCount[y][x]; idx++ {
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count += grid.Data[grid.Neighbors[y][x][idx].Y][grid.Neighbors[y][x][idx].X]
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pos := y + STRIDE*x
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neighbors := grid.Neighbors[pos]
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neighborCount := grid.NeighborCount[pos]
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for idx := 0; idx < neighborCount; idx++ {
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neighbor := neighbors[idx]
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count += grid.Data[neighbor.Y+STRIDE*neighbor.X]
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}
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return count
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@@ -127,30 +128,30 @@ func (grid *Grid) Clone() *Grid {
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}
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// copy data
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func (grid *Grid) Copy(other *Grid) {
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for y := range grid.Data {
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for x := range grid.Data[y] {
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other.Data[y][x] = grid.Data[y][x]
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}
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}
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}
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// func (grid *Grid) Copy(other *Grid) {
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// for y := range grid.Data {
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// for x := range grid.Data[y] {
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// other.Data[y+STRIDE*x] = grid.Data[y+STRIDE*x]
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// }
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// }
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// }
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// delete all contents
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func (grid *Grid) Clear() {
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for y := range grid.Data {
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for x := range grid.Data[y] {
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grid.Data[y][x] = 0
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}
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}
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}
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// func (grid *Grid) Clear() {
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// for y := range grid.Data {
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// for x := range grid.Data[y] {
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// grid.Data[y+STRIDE*x] = 0
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// }
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// }
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// }
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// initialize with random life cells using the given density
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func (grid *Grid) FillRandom() {
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if !grid.Empty {
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for y := range grid.Data {
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for x := range grid.Data[y] {
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for y := 0; y < grid.Config.Height; y++ {
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for x := 0; x < grid.Config.Width; x++ {
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if rand.Intn(grid.Config.Density) == 1 {
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grid.Data[y][x] = 1
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grid.Data[y+STRIDE*x] = 1
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}
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}
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}
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@@ -160,7 +161,7 @@ func (grid *Grid) FillRandom() {
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func (grid *Grid) Dump() {
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for y := 0; y < grid.Config.Height; y++ {
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for x := 0; x < grid.Config.Width; x++ {
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if grid.Data[y][x] == 1 {
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if grid.Data[y+STRIDE*x] == 1 {
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fmt.Print("XX")
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} else {
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fmt.Print(" ")
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@@ -183,7 +184,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
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x = colIndex + startX
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y = rowIndex + startY
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grid.Data[y][x] = 1
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grid.Data[y+STRIDE*x] = 1
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}
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}
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}
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@@ -291,10 +292,10 @@ func (grid *Grid) SaveState(filename, rule string) error {
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fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule)
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for y := range grid.Data {
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for _, cell := range grid.Data[y] {
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for y := 0; y < grid.Config.Height; y++ {
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for x := 0; x < grid.Config.Width; x++ {
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row := "."
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if cell == 1 {
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if grid.Data[y+STRIDE*x] == 1 {
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row = "o"
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}
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19
src/play.go
19
src/play.go
@@ -156,21 +156,24 @@ func (scene *ScenePlay) UpdateCells() {
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var wg sync.WaitGroup
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wg.Add(scene.Config.Height)
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width := scene.Config.Width
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height := scene.Config.Height
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// compute life status of cells
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for y := 0; y < scene.Config.Height; y++ {
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for y := 0; y < height; y++ {
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go func() {
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defer wg.Done()
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for x := 0; x < scene.Config.Width; x++ {
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state := scene.Grids[scene.Index].Data[y][x] // 0|1 == dead or alive
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for x := 0; x < width; x++ {
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state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
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neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
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// actually apply the current rules
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nextstate := scene.RuleCheckFunc(state, neighbors)
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// change state of current cell in next grid
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scene.Grids[next].Data[y][x] = nextstate
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scene.Grids[next].Data[y+STRIDE*x] = nextstate
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if scene.Config.ShowEvolution {
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// set history to current generation so we can infer the
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@@ -418,7 +421,7 @@ func (scene *ScenePlay) SaveRectRLE() {
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grid[y] = make([]uint8, width)
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for x := 0; x < width; x++ {
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grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
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grid[y][x] = scene.Grids[scene.Index].Data[(y+starty)+STRIDE*(x+startx)]
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}
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}
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@@ -471,7 +474,7 @@ func (scene *ScenePlay) ToggleCellOnCursorPos() {
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y := int(worldY) / scene.Config.Cellsize
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if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
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scene.Grids[scene.Index].Data[y][x] ^= 1
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scene.Grids[scene.Index].Data[y+STRIDE*x] ^= 1
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scene.History.Age[y][x] = 1
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}
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}
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@@ -497,7 +500,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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if scene.Config.ShowEvolution {
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scene.DrawEvolution(screen, x, y, op)
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} else {
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if scene.Grids[scene.Index].Data[y][x] == 1 {
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if scene.Grids[scene.Index].Data[y+STRIDE*x] == 1 {
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scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
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}
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}
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@@ -514,7 +517,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
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age := scene.Generations - scene.History.Age[y][x]
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switch scene.Grids[scene.Index].Data[y][x] {
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switch scene.Grids[scene.Index].Data[y+STRIDE*x] {
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case Alive:
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if age > 50 && scene.Config.ShowEvolution {
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scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
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@@ -87,6 +87,17 @@ func Loop(grid []bool) {
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}
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func main() {
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grid := make([]int, 50*50)
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for y := 0; y < 50; y++ {
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for x := 0; x < 50; x++ {
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grid[y+50*x] = 1
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fmt.Printf("%d,%d => %d\n", x, y, x+50*y)
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}
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}
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}
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func xmain() {
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// enable cpu profiling. Do NOT use q to stop the game but
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// close the window to get a profile
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fd, err := os.Create("cpu.profile")
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