mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-16 12:10:58 +01:00
bool => uint8
This commit is contained in:
@@ -120,7 +120,7 @@ func removeWhitespace(input string) string {
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}
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}
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// Store a grid to an RLE file
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// Store a grid to an RLE file
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func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) error {
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func StoreGridToRLE(grid [][]uint8, filename, rule string, width, height int) error {
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fd, err := os.Create(filename)
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fd, err := os.Create(filename)
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if err != nil {
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if err != nil {
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return err
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return err
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@@ -132,7 +132,7 @@ func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) err
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line := ""
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line := ""
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for x := 0; x < width; x++ {
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for x := 0; x < width; x++ {
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char := "b"
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char := "b"
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if grid[y][x] {
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if grid[y][x] == 1 {
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char = "o"
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char = "o"
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}
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}
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@@ -44,8 +44,8 @@ type Config struct {
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const (
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const (
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VERSION = "v0.0.8"
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VERSION = "v0.0.8"
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Alive = true
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Alive = 1
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Dead = false
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Dead = 0
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DEFAULT_GRID_WIDTH = 600
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DEFAULT_GRID_WIDTH = 600
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DEFAULT_GRID_HEIGHT = 400
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DEFAULT_GRID_HEIGHT = 400
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20
src/grid.go
20
src/grid.go
@@ -13,16 +13,16 @@ import (
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)
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)
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type Cell struct {
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type Cell struct {
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State bool
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State uint8
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Neighbors [8]*Cell
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Neighbors [8]*Cell
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NeighborCount int
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NeighborCount int
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}
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}
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func (cell *Cell) Count() int {
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func (cell *Cell) Count() uint8 {
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count := 0
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var count uint8
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for idx := 0; idx < cell.NeighborCount; idx++ {
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for idx := 0; idx < cell.NeighborCount; idx++ {
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count += bool2int(cell.Neighbors[idx].State)
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count += cell.Neighbors[idx].State
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}
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}
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return count
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return count
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@@ -97,7 +97,7 @@ func (grid *Grid) SetupNeighbors(x, y int) {
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}
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}
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// count the living neighbors of a cell
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// count the living neighbors of a cell
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func (grid *Grid) CountNeighbors(x, y int) int {
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func (grid *Grid) CountNeighbors(x, y int) uint8 {
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return grid.Data[y][x].Count()
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return grid.Data[y][x].Count()
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}
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}
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@@ -124,7 +124,7 @@ func (grid *Grid) Copy(other *Grid) {
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func (grid *Grid) Clear() {
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func (grid *Grid) Clear() {
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for y := range grid.Data {
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for y := range grid.Data {
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for x := range grid.Data[y] {
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for x := range grid.Data[y] {
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grid.Data[y][x].State = false
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grid.Data[y][x].State = 0
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}
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}
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}
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}
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}
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}
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@@ -135,7 +135,7 @@ func (grid *Grid) FillRandom() {
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for y := range grid.Data {
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for y := range grid.Data {
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for x := range grid.Data[y] {
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for x := range grid.Data[y] {
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if rand.Intn(grid.Config.Density) == 1 {
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if rand.Intn(grid.Config.Density) == 1 {
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grid.Data[y][x].State = true
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grid.Data[y][x].State = 1
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}
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}
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}
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}
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}
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}
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@@ -145,7 +145,7 @@ func (grid *Grid) FillRandom() {
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func (grid *Grid) Dump() {
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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 y := 0; y < grid.Config.Height; y++ {
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for x := 0; x < grid.Config.Width; x++ {
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for x := 0; x < grid.Config.Width; x++ {
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if grid.Data[y][x].State {
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if grid.Data[y][x].State == 1 {
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fmt.Print("XX")
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fmt.Print("XX")
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} else {
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} else {
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fmt.Print(" ")
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fmt.Print(" ")
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@@ -168,7 +168,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
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x = colIndex + startX
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x = colIndex + startX
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y = rowIndex + startY
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y = rowIndex + startY
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grid.Data[y][x].State = true
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grid.Data[y][x].State = 1
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}
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}
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}
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}
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}
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}
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@@ -279,7 +279,7 @@ func (grid *Grid) SaveState(filename, rule string) error {
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for y := range grid.Data {
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for y := range grid.Data {
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for _, cell := range grid.Data[y] {
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for _, cell := range grid.Data[y] {
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row := "."
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row := "."
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if cell.State {
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if cell.State == 1 {
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row = "o"
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row = "o"
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}
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}
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16
src/play.go
16
src/play.go
@@ -99,8 +99,8 @@ func (scene *ScenePlay) SetNext(next SceneName) {
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scene.Next = next
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scene.Next = next
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}
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}
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func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
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func (scene *ScenePlay) CheckRule(state uint8, neighbors uint8) uint8 {
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var nextstate bool
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var nextstate uint8
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// The standard Scene of Life is symbolized in rule-string notation
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// The standard Scene of Life is symbolized in rule-string notation
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// as B3/S23 (23/3 here). A cell is born if it has exactly three
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// as B3/S23 (23/3 here). A cell is born if it has exactly three
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@@ -108,9 +108,9 @@ func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
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// and dies otherwise. The first number, or list of numbers, is
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// and dies otherwise. The first number, or list of numbers, is
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// what is required for a dead cell to be born.
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// what is required for a dead cell to be born.
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if !state && Contains(scene.Config.Rule.Birth, neighbors) {
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if state != 1 && Contains(scene.Config.Rule.Birth, neighbors) {
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nextstate = Alive
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nextstate = Alive
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} else if state && Contains(scene.Config.Rule.Death, neighbors) {
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} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
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nextstate = Alive
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nextstate = Alive
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} else {
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} else {
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nextstate = Dead
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nextstate = Dead
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@@ -393,10 +393,10 @@ func (scene *ScenePlay) SaveRectRLE() {
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height = scene.Mark.Y - scene.Point.Y
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height = scene.Mark.Y - scene.Point.Y
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}
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}
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grid := make([][]bool, height)
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grid := make([][]uint8, height)
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for y := 0; y < height; y++ {
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for y := 0; y < height; y++ {
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grid[y] = make([]bool, width)
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grid[y] = make([]uint8, width)
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for x := 0; x < width; x++ {
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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].State
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grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx].State
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@@ -445,7 +445,7 @@ func (scene *ScenePlay) Update() error {
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}
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}
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// set a cell to alive or dead
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// set a cell to alive or dead
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func (scene *ScenePlay) ToggleCellOnCursorPos(alive bool) {
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func (scene *ScenePlay) ToggleCellOnCursorPos(alive uint8) {
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// use cursor pos relative to the world
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// use cursor pos relative to the world
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worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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x := int(worldX) / scene.Config.Cellsize
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x := int(worldX) / scene.Config.Cellsize
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@@ -478,7 +478,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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if scene.Config.ShowEvolution {
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if scene.Config.ShowEvolution {
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scene.DrawEvolution(screen, x, y, op)
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scene.DrawEvolution(screen, x, y, op)
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} else {
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} else {
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if scene.Grids[scene.Index].Data[y][x].State {
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if scene.Grids[scene.Index].Data[y][x].State == 1 {
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scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
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scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
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}
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}
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}
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}
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10
src/rule.go
10
src/rule.go
@@ -9,13 +9,13 @@ import (
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// a GOL rule
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// a GOL rule
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type Rule struct {
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type Rule struct {
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Definition string
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Definition string
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Birth []int
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Birth []uint8
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Death []int
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Death []uint8
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}
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}
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// parse one part of a GOL rule into rule slice
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// parse one part of a GOL rule into rule slice
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func NumbersToList(numbers string) []int {
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func NumbersToList(numbers string) []uint8 {
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list := []int{}
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list := []uint8{}
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items := strings.Split(numbers, "")
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items := strings.Split(numbers, "")
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for _, item := range items {
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for _, item := range items {
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@@ -24,7 +24,7 @@ func NumbersToList(numbers string) []int {
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log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
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log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
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}
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}
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list = append(list, num)
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list = append(list, uint8(num))
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}
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}
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return list
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return list
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