bool => uint8

This commit is contained in:
2024-06-15 12:06:17 +02:00
committed by T.v.Dein
parent 861ba86b0c
commit 6dec8c74ef
5 changed files with 27 additions and 27 deletions

View File

@@ -120,7 +120,7 @@ func removeWhitespace(input string) string {
}
// Store a grid to an RLE file
func StoreGridToRLE(grid [][]bool, 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
@@ -132,7 +132,7 @@ func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) err
line := ""
for x := 0; x < width; x++ {
char := "b"
if grid[y][x] {
if grid[y][x] == 1 {
char = "o"
}

View File

@@ -44,8 +44,8 @@ type Config struct {
const (
VERSION = "v0.0.8"
Alive = true
Dead = false
Alive = 1
Dead = 0
DEFAULT_GRID_WIDTH = 600
DEFAULT_GRID_HEIGHT = 400

View File

@@ -13,16 +13,16 @@ import (
)
type Cell struct {
State bool
State uint8
Neighbors [8]*Cell
NeighborCount int
}
func (cell *Cell) Count() int {
count := 0
func (cell *Cell) Count() uint8 {
var count uint8
for idx := 0; idx < cell.NeighborCount; idx++ {
count += bool2int(cell.Neighbors[idx].State)
count += cell.Neighbors[idx].State
}
return count
@@ -97,7 +97,7 @@ func (grid *Grid) SetupNeighbors(x, y int) {
}
// count the living neighbors of a cell
func (grid *Grid) CountNeighbors(x, y int) int {
func (grid *Grid) CountNeighbors(x, y int) uint8 {
return grid.Data[y][x].Count()
}
@@ -124,7 +124,7 @@ func (grid *Grid) Copy(other *Grid) {
func (grid *Grid) Clear() {
for y := range grid.Data {
for x := range grid.Data[y] {
grid.Data[y][x].State = false
grid.Data[y][x].State = 0
}
}
}
@@ -135,7 +135,7 @@ func (grid *Grid) FillRandom() {
for y := range grid.Data {
for x := range grid.Data[y] {
if rand.Intn(grid.Config.Density) == 1 {
grid.Data[y][x].State = true
grid.Data[y][x].State = 1
}
}
}
@@ -145,7 +145,7 @@ func (grid *Grid) FillRandom() {
func (grid *Grid) Dump() {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
if grid.Data[y][x].State {
if grid.Data[y][x].State == 1 {
fmt.Print("XX")
} else {
fmt.Print(" ")
@@ -168,7 +168,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
x = colIndex + startX
y = rowIndex + startY
grid.Data[y][x].State = true
grid.Data[y][x].State = 1
}
}
}
@@ -279,7 +279,7 @@ func (grid *Grid) SaveState(filename, rule string) error {
for y := range grid.Data {
for _, cell := range grid.Data[y] {
row := "."
if cell.State {
if cell.State == 1 {
row = "o"
}

View File

@@ -99,8 +99,8 @@ func (scene *ScenePlay) SetNext(next SceneName) {
scene.Next = next
}
func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
var nextstate bool
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
@@ -108,9 +108,9 @@ func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
// and dies otherwise. The first number, or list of numbers, is
// what is required for a dead cell to be born.
if !state && Contains(scene.Config.Rule.Birth, neighbors) {
if state != 1 && Contains(scene.Config.Rule.Birth, neighbors) {
nextstate = Alive
} else if state && Contains(scene.Config.Rule.Death, neighbors) {
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
nextstate = Alive
} else {
nextstate = Dead
@@ -393,10 +393,10 @@ func (scene *ScenePlay) SaveRectRLE() {
height = scene.Mark.Y - scene.Point.Y
}
grid := make([][]bool, height)
grid := make([][]uint8, height)
for y := 0; y < height; y++ {
grid[y] = make([]bool, width)
grid[y] = make([]uint8, width)
for x := 0; x < width; x++ {
grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx].State
@@ -445,7 +445,7 @@ func (scene *ScenePlay) Update() error {
}
// set a cell to alive or dead
func (scene *ScenePlay) ToggleCellOnCursorPos(alive bool) {
func (scene *ScenePlay) ToggleCellOnCursorPos(alive uint8) {
// use cursor pos relative to the world
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
x := int(worldX) / scene.Config.Cellsize
@@ -478,7 +478,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
if scene.Config.ShowEvolution {
scene.DrawEvolution(screen, x, y, op)
} else {
if scene.Grids[scene.Index].Data[y][x].State {
if scene.Grids[scene.Index].Data[y][x].State == 1 {
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
}
}

View File

@@ -9,13 +9,13 @@ import (
// a GOL rule
type Rule struct {
Definition string
Birth []int
Death []int
Birth []uint8
Death []uint8
}
// parse one part of a GOL rule into rule slice
func NumbersToList(numbers string) []int {
list := []int{}
func NumbersToList(numbers string) []uint8 {
list := []uint8{}
items := strings.Split(numbers, "")
for _, item := range items {
@@ -24,7 +24,7 @@ func NumbersToList(numbers string) []int {
log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
}
list = append(list, num)
list = append(list, uint8(num))
}
return list