diff --git a/rle/rle.go b/rle/rle.go index e93c59b..ff3779a 100644 --- a/rle/rle.go +++ b/rle/rle.go @@ -120,7 +120,7 @@ func removeWhitespace(input string) string { } // Store a grid to an RLE file -func StoreGridToRLE(grid [][]int64, filename, rule string, width, height int) error { +func StoreGridToRLE(grid [][]uint8, filename, rule string, width, height int) error { fd, err := os.Create(filename) if err != nil { return err diff --git a/src/grid.go b/src/grid.go index a37148a..4ab87cb 100644 --- a/src/grid.go +++ b/src/grid.go @@ -13,7 +13,7 @@ import ( ) type Grid struct { - Data [][]int64 + Data [][]uint8 Width, Height, Density int Empty bool } @@ -24,12 +24,12 @@ func NewGrid(width, height, density int, empty bool) *Grid { Height: height, Width: width, Density: density, - Data: make([][]int64, height), + Data: make([][]uint8, height), Empty: empty, } for y := 0; y < height; y++ { - grid.Data[y] = make([]int64, width) + grid.Data[y] = make([]uint8, width) } return grid @@ -233,12 +233,12 @@ func (grid *Grid) SaveState(filename, rule string) error { } // generate filenames for dumps -func GetFilename(generations int64) string { +func GetFilename(generations uint64) string { now := time.Now() return fmt.Sprintf("dump-%s-%d.lif", now.Format("20060102150405"), generations) } -func GetFilenameRLE(generations int64) string { +func GetFilenameRLE(generations uint64) string { now := time.Now() return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations) } diff --git a/src/play.go b/src/play.go index 6f109e1..fa59e26 100644 --- a/src/play.go +++ b/src/play.go @@ -30,10 +30,10 @@ type ScenePlay struct { Clear bool - Grids []*Grid // 2 grids: one current, one next - History *Grid // holds state of past dead cells for evolution traces - Index int // points to current grid - Generations int64 // Stats + Grids []*Grid // 2 grids: one current, one next + History [][]uint64 // holds state of past dead cells for evolution traces + Index int // points to current grid + Generations uint64 // Stats Black, White, Grey, Old color.RGBA AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA TicksElapsed int // tick counter for game speed @@ -85,8 +85,8 @@ func (scene *ScenePlay) SetNext(next SceneName) { scene.Next = next } -func (scene *ScenePlay) CheckRule(state int64, neighbors int64) int64 { - var nextstate int64 +func (scene *ScenePlay) CheckRule(state uint8, neighbors uint8) uint8 { + var nextstate uint8 // 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 @@ -133,8 +133,9 @@ func (scene *ScenePlay) UpdateCells() { // 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 tracing is enabled + // FIXME: unbranch somehow if state != nextstate { - scene.History.Data[y][x] = scene.Generations + scene.History[y][x] = scene.Generations } } } @@ -363,10 +364,10 @@ func (scene *ScenePlay) SaveRectRLE() { height = scene.Mark.Y - scene.Point.Y } - grid := make([][]int64, height) + grid := make([][]uint8, height) for y := 0; y < height; y++ { - grid[y] = make([]int64, width) + grid[y] = make([]uint8, width) for x := 0; x < width; x++ { grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx] @@ -414,15 +415,15 @@ func (scene *ScenePlay) Update() error { } // set a cell to alive or dead -func (scene *ScenePlay) ToggleCellOnCursorPos(alive int64) { +func (scene *ScenePlay) ToggleCellOnCursorPos(state uint8) { // 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 if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height { - scene.Grids[scene.Index].Data[y][x] = alive - scene.History.Data[y][x] = 1 + scene.Grids[scene.Index].Data[y][x] = state + scene.History[y][x] = 1 } } @@ -436,7 +437,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) { op.GeoM.Translate(0, 0) scene.World.DrawImage(scene.Cache, op) - var age int64 + var age uint64 for y := 0; y < scene.Config.Height; y++ { for x := 0; x < scene.Config.Width; x++ { @@ -446,7 +447,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) { float64(y*scene.Config.Cellsize), ) - age = scene.Generations - scene.History.Data[y][x] + age = scene.Generations - scene.History[y][x] switch scene.Grids[scene.Index].Data[y][x] { case Alive: @@ -458,7 +459,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) { } case Dead: // only draw dead cells in case evolution trace is enabled - if scene.History.Data[y][x] > 1 && scene.Config.ShowEvolution { + if scene.History[y][x] > 1 && scene.Config.ShowEvolution { switch { case age < 10: scene.World.DrawImage(scene.Tiles.Age1, op) @@ -539,7 +540,6 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) { // load a pre-computed pattern from RLE file func (scene *ScenePlay) InitPattern() { scene.Grids[0].LoadRLE(scene.Config.RLE) - scene.History.LoadRLE(scene.Config.RLE) } // pre-render offscreen cache image @@ -580,7 +580,10 @@ func (scene *ScenePlay) InitGrid() { gridb, } - scene.History = history + scene.History = make([][]uint64, scene.Config.Height) + for y := 0; y < scene.Config.Height; y++ { + scene.History[y] = make([]uint64, scene.Config.Width) + } } // prepare tile images @@ -675,8 +678,8 @@ func (scene *ScenePlay) Init() { } // count the living neighbors of a cell -func (scene *ScenePlay) CountNeighbors(x, y int) int64 { - var sum int64 +func (scene *ScenePlay) CountNeighbors(x, y int) uint8 { + var sum uint8 for nbgX := -1; nbgX < 2; nbgX++ { for nbgY := -1; nbgY < 2; nbgY++ { diff --git a/src/rule.go b/src/rule.go index d2fab97..0765d7a 100644 --- a/src/rule.go +++ b/src/rule.go @@ -9,22 +9,22 @@ import ( // a GOL rule type Rule struct { Definition string - Birth []int64 - Death []int64 + Birth []uint8 + Death []uint8 } // parse one part of a GOL rule into rule slice -func NumbersToList(numbers string) []int64 { - list := []int64{} +func NumbersToList(numbers string) []uint8 { + list := []uint8{} items := strings.Split(numbers, "") for _, item := range items { - num, err := strconv.ParseInt(item, 10, 64) + num, err := strconv.ParseInt(item, 10, 8) if err != nil { log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err) } - list = append(list, num) + list = append(list, uint8(num)) } return list diff --git a/various-tests/writepixel/main.go b/various-tests/writepixel/main.go index edc7497..e27d0a6 100644 --- a/various-tests/writepixel/main.go +++ b/various-tests/writepixel/main.go @@ -238,20 +238,14 @@ func (game *Game) Draw(screen *ebiten.Image) { } func main() { - //x := 1 - //y := 0 - col := 1 >> 0xff + // state := 1 + // nextstate := 0 + v := 0 - fmt.Printf("col: %d\n", col) - - x := 1 - y := 2 - c := 4 - - xm := x & (c - 1) - ym := y & (c - 1) - - fmt.Println(xm & ym) + for i := 0; i < 600; i++ { + v = ((v + 1) & 255) + fmt.Println(i, i&255) + } } func _main() {