mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-16 12:10:58 +01:00
completed save rect to RLE file feature
This commit is contained in:
@@ -31,6 +31,7 @@ Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F
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* you can paint your own patterns in the game
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* the game can also be started with an empty grid, which is easier to paint patterns
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* wrap around grid mode can be enabled
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* you can also save rectangles of the grid to RLE files
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# Install
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@@ -78,6 +79,8 @@ While it runs, there are a couple of commands you can use:
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* move mouse while middle mouse button pressed: move canvas
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* escape: reset to 1:1 zoom
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* s: save game state to file (can be loaded with -l)
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* c: enter copy mode. Mark a rectangle with the mouse, when you
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release the mous button it is being saved to an RLE file
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* q: quit
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# Report bugs
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5
grid.go
5
grid.go
@@ -69,6 +69,11 @@ func GetFilename(generations int64) string {
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return fmt.Sprintf("dump-%s-%d.gol", now.Format("20060102150405"), generations)
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}
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func GetFilenameRLE(generations int64) string {
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now := time.Now()
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return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
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}
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func (grid *Grid) SaveState(filename string) error {
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file, err := os.Create(filename)
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if err != nil {
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13
main.go
13
main.go
@@ -16,6 +16,19 @@ func main() {
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os.Exit(0)
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}
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// grid := [][]int64{
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// {0, 1, 1},
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// {0, 1, 0},
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// {1, 1, 0},
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// }
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// err := rle.StoreGridToRLE(grid, "test.rle", "B3/S23", 3, 3)
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// if err != nil {
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// panic(err)
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// }
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// os.Exit(0)
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game := NewGame(config, Play)
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// main loop
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80
rle/rle.go
80
rle/rle.go
@@ -1,8 +1,9 @@
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// source: https://github.com/nhoffmann/life by N.Hoffmann 2020.
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// original source: https://github.com/nhoffmann/life by N.Hoffmann 2020.
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package rle
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import (
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"fmt"
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"os"
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"regexp"
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"strconv"
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"strings"
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@@ -52,7 +53,7 @@ func (rle *RLE) partitionFile() error {
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}
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}
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return fmt.Errorf("Invlaid input: Header is missing")
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return fmt.Errorf("invalid input: Header is missing")
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}
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func (rle *RLE) parseComments() error {
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@@ -98,3 +99,78 @@ func removeWhitespace(input string) string {
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re := regexp.MustCompile(` *\t*\r*\n*`)
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return re.ReplaceAllString(input, "")
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}
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// Store a grid to an RLE file
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func StoreGridToRLE(grid [][]int64, filename, rule string, width, height int) error {
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fd, err := os.Create(filename)
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if err != nil {
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return err
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}
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var pattern string
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for y := 0; y < height; y++ {
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line := ""
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for x := 0; x < width; x++ {
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switch grid[y][x] {
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case 0:
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line += "b"
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case 1:
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line += "o"
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}
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}
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// if first row is: 001011110, then line is now:
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// bboboooob
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encoded := RunLengthEncode(line)
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// and now its: 2bob4ob
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pattern += encoded
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if y != height-1 {
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pattern += "$"
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}
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}
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pattern += "!"
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wrapped := ""
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for idx, char := range pattern {
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if idx%70 == 0 && idx != 0 {
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wrapped += "\n"
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}
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wrapped += string(char)
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}
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_, err = fmt.Fprintf(fd, "#N %s\nx = %d, y = %d, rule = %s\n%s\n",
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filename, width, height, rule, wrapped)
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if err != nil {
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return err
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}
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return nil
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}
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// by peterSO on
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// https://codereview.stackexchange.com/questions/238893/run-length-encoding-in-golang
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func RunLengthEncode(s string) string {
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e := make([]byte, 0, len(s))
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for i := 0; i < len(s); i++ {
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c := s[i]
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j := i + 1
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for ; j <= len(s); j++ {
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if j < len(s) && s[j] == c {
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continue
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}
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if j-i > 1 {
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e = strconv.AppendInt(e, int64(j-i), 10)
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}
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e = append(e, c)
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break
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}
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i = j - 1
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}
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return string(e)
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}
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7
rule.go
7
rule.go
@@ -8,8 +8,9 @@ import (
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// a GOL rule
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type Rule struct {
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Birth []int64
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Death []int64
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Definition string
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Birth []int64
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Death []int64
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}
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// parse one part of a GOL rule into rule slice
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@@ -37,7 +38,7 @@ func ParseGameRule(rule string) *Rule {
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log.Fatalf("Invalid game rule <%s>", rule)
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}
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golrule := &Rule{}
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golrule := &Rule{Definition: rule}
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for _, part := range parts {
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if part[0] == 'B' {
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2
sample-rles/glider.rle
Normal file
2
sample-rles/glider.rle
Normal file
@@ -0,0 +1,2 @@
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x = 3, y = 3, rule = B3/S23
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3o$2bo$bo!
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@@ -12,6 +12,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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"github.com/tlinden/golsky/rle"
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"golang.org/x/image/math/f64"
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)
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@@ -310,6 +311,8 @@ func (scene *ScenePlay) CheckMarkInput() {
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scene.Markmode = false
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scene.MarkTaken = false
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scene.MarkDone = true
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scene.SaveRectRLE()
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}
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}
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@@ -322,6 +325,58 @@ func (scene *ScenePlay) SaveState() {
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log.Printf("saved game state to %s at generation %d\n", filename, scene.Generations)
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}
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func (scene *ScenePlay) SaveRectRLE() {
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filename := GetFilenameRLE(scene.Generations)
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if scene.Mark.X == scene.Point.X || scene.Mark.Y == scene.Point.Y {
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log.Printf("can't save non-rectangle\n")
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return
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}
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var width int
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var height int
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var startx int
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var starty int
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if scene.Mark.X < scene.Point.X {
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// mark left point
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startx = scene.Mark.X
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width = scene.Point.X - scene.Mark.X
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} else {
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// mark right point
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startx = scene.Point.X
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width = scene.Mark.X - scene.Point.X
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}
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if scene.Mark.Y < scene.Point.Y {
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// mark above point
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starty = scene.Mark.Y
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height = scene.Point.Y - scene.Mark.Y
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} else {
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// mark below point
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starty = scene.Point.Y
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height = scene.Mark.Y - scene.Point.Y
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}
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grid := make([][]int64, height)
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for y := 0; y < height; y++ {
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grid[y] = make([]int64, 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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}
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}
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err := rle.StoreGridToRLE(grid, filename, scene.Config.Rule.Definition, width, height)
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if err != nil {
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log.Printf("failed to save rect to %s: %s\n", filename, err)
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} else {
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log.Printf("saved selected rect to %s at generation %d\n", filename, scene.Generations)
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}
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}
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func (scene *ScenePlay) Update() error {
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scene.CheckInput()
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scene.CheckDraggingInput()
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