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using only one dimensional grid by calculating y+STRIDE*x
This commit is contained in:
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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