completed save rect to RLE file feature

This commit is contained in:
2024-05-26 20:26:13 +02:00
parent cb3e8b3c4c
commit 4b38bea5db
7 changed files with 160 additions and 5 deletions

View File

@@ -31,6 +31,7 @@ Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F
* you can paint your own patterns in the game
* the game can also be started with an empty grid, which is easier to paint patterns
* wrap around grid mode can be enabled
* you can also save rectangles of the grid to RLE files
# Install
@@ -78,6 +79,8 @@ While it runs, there are a couple of commands you can use:
* move mouse while middle mouse button pressed: move canvas
* escape: reset to 1:1 zoom
* s: save game state to file (can be loaded with -l)
* c: enter copy mode. Mark a rectangle with the mouse, when you
release the mous button it is being saved to an RLE file
* q: quit
# Report bugs

View File

@@ -69,6 +69,11 @@ func GetFilename(generations int64) string {
return fmt.Sprintf("dump-%s-%d.gol", now.Format("20060102150405"), generations)
}
func GetFilenameRLE(generations int64) string {
now := time.Now()
return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
}
func (grid *Grid) SaveState(filename string) error {
file, err := os.Create(filename)
if err != nil {

13
main.go
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@@ -16,6 +16,19 @@ func main() {
os.Exit(0)
}
// grid := [][]int64{
// {0, 1, 1},
// {0, 1, 0},
// {1, 1, 0},
// }
// err := rle.StoreGridToRLE(grid, "test.rle", "B3/S23", 3, 3)
// if err != nil {
// panic(err)
// }
// os.Exit(0)
game := NewGame(config, Play)
// main loop

View File

@@ -1,8 +1,9 @@
// source: https://github.com/nhoffmann/life by N.Hoffmann 2020.
// original source: https://github.com/nhoffmann/life by N.Hoffmann 2020.
package rle
import (
"fmt"
"os"
"regexp"
"strconv"
"strings"
@@ -52,7 +53,7 @@ func (rle *RLE) partitionFile() error {
}
}
return fmt.Errorf("Invlaid input: Header is missing")
return fmt.Errorf("invalid input: Header is missing")
}
func (rle *RLE) parseComments() error {
@@ -98,3 +99,78 @@ func removeWhitespace(input string) string {
re := regexp.MustCompile(` *\t*\r*\n*`)
return re.ReplaceAllString(input, "")
}
// Store a grid to an RLE file
func StoreGridToRLE(grid [][]int64, filename, rule string, width, height int) error {
fd, err := os.Create(filename)
if err != nil {
return err
}
var pattern string
for y := 0; y < height; y++ {
line := ""
for x := 0; x < width; x++ {
switch grid[y][x] {
case 0:
line += "b"
case 1:
line += "o"
}
}
// if first row is: 001011110, then line is now:
// bboboooob
encoded := RunLengthEncode(line)
// and now its: 2bob4ob
pattern += encoded
if y != height-1 {
pattern += "$"
}
}
pattern += "!"
wrapped := ""
for idx, char := range pattern {
if idx%70 == 0 && idx != 0 {
wrapped += "\n"
}
wrapped += string(char)
}
_, err = fmt.Fprintf(fd, "#N %s\nx = %d, y = %d, rule = %s\n%s\n",
filename, width, height, rule, wrapped)
if err != nil {
return err
}
return nil
}
// by peterSO on
// https://codereview.stackexchange.com/questions/238893/run-length-encoding-in-golang
func RunLengthEncode(s string) string {
e := make([]byte, 0, len(s))
for i := 0; i < len(s); i++ {
c := s[i]
j := i + 1
for ; j <= len(s); j++ {
if j < len(s) && s[j] == c {
continue
}
if j-i > 1 {
e = strconv.AppendInt(e, int64(j-i), 10)
}
e = append(e, c)
break
}
i = j - 1
}
return string(e)
}

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@@ -8,8 +8,9 @@ import (
// a GOL rule
type Rule struct {
Birth []int64
Death []int64
Definition string
Birth []int64
Death []int64
}
// parse one part of a GOL rule into rule slice
@@ -37,7 +38,7 @@ func ParseGameRule(rule string) *Rule {
log.Fatalf("Invalid game rule <%s>", rule)
}
golrule := &Rule{}
golrule := &Rule{Definition: rule}
for _, part := range parts {
if part[0] == 'B' {

2
sample-rles/glider.rle Normal file
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@@ -0,0 +1,2 @@
x = 3, y = 3, rule = B3/S23
3o$2bo$bo!

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@@ -12,6 +12,7 @@ import (
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
"github.com/tlinden/golsky/rle"
"golang.org/x/image/math/f64"
)
@@ -310,6 +311,8 @@ func (scene *ScenePlay) CheckMarkInput() {
scene.Markmode = false
scene.MarkTaken = false
scene.MarkDone = true
scene.SaveRectRLE()
}
}
@@ -322,6 +325,58 @@ func (scene *ScenePlay) SaveState() {
log.Printf("saved game state to %s at generation %d\n", filename, scene.Generations)
}
func (scene *ScenePlay) SaveRectRLE() {
filename := GetFilenameRLE(scene.Generations)
if scene.Mark.X == scene.Point.X || scene.Mark.Y == scene.Point.Y {
log.Printf("can't save non-rectangle\n")
return
}
var width int
var height int
var startx int
var starty int
if scene.Mark.X < scene.Point.X {
// mark left point
startx = scene.Mark.X
width = scene.Point.X - scene.Mark.X
} else {
// mark right point
startx = scene.Point.X
width = scene.Mark.X - scene.Point.X
}
if scene.Mark.Y < scene.Point.Y {
// mark above point
starty = scene.Mark.Y
height = scene.Point.Y - scene.Mark.Y
} else {
// mark below point
starty = scene.Point.Y
height = scene.Mark.Y - scene.Point.Y
}
grid := make([][]int64, height)
for y := 0; y < height; y++ {
grid[y] = make([]int64, width)
for x := 0; x < width; x++ {
grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
}
}
err := rle.StoreGridToRLE(grid, filename, scene.Config.Rule.Definition, width, height)
if err != nil {
log.Printf("failed to save rect to %s: %s\n", filename, err)
} else {
log.Printf("saved selected rect to %s at generation %d\n", filename, scene.Generations)
}
}
func (scene *ScenePlay) Update() error {
scene.CheckInput()
scene.CheckDraggingInput()