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https://codeberg.org/scip/golsky.git
synced 2025-12-17 12:40:56 +01:00
added theme system, makes it easier to add more color schemes
This commit is contained in:
105
src/play.go
105
src/play.go
@@ -31,24 +31,22 @@ type ScenePlay struct {
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Clear bool
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Grids []*Grid // 2 grids: one current, one next
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History [][]int64 // holds state of past dead cells for evolution traces
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Index int // points to current grid
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Generations int64 // Stats
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Black, White, Grey, Old color.RGBA
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AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA
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TicksElapsed int // tick counter for game speed
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Tiles Images // pre-computed tiles for dead and alife cells
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Camera Camera // for zoom+move
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World, Cache *ebiten.Image // actual image we render to
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WheelTurned bool // when user turns wheel multiple times, zoom faster
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Dragging bool // middle mouse is pressed, move canvas
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LastCursorPos []float64 // used to check if the user is dragging
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MarkTaken bool // true when mouse1 pressed
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MarkDone bool // true when mouse1 released, copy cells between Mark+Point
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Mark, Point image.Point // area to marks+save
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RunOneStep bool // mutable flags from config
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TPG int // current game speed (ticks per game)
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Grids []*Grid // 2 grids: one current, one next
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History [][]int64 // holds state of past dead cells for evolution traces
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Index int // points to current grid
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Generations int64 // Stats
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TicksElapsed int // tick counter for game speed
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Camera Camera // for zoom+move
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World, Cache *ebiten.Image // actual image we render to
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WheelTurned bool // when user turns wheel multiple times, zoom faster
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Dragging bool // middle mouse is pressed, move canvas
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LastCursorPos []float64 // used to check if the user is dragging
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MarkTaken bool // true when mouse1 pressed
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MarkDone bool // true when mouse1 released, copy cells between Mark+Point
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Mark, Point image.Point // area to marks+save
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RunOneStep bool // mutable flags from config
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TPG int // current game speed (ticks per game)
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Theme Theme
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}
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func NewPlayScene(game *Game, config *Config) Scene {
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@@ -417,7 +415,7 @@ func (scene *ScenePlay) Update() error {
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if scene.Config.RestartCache {
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scene.Config.RestartCache = false
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scene.InitTiles()
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scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
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scene.InitCache()
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return nil
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}
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@@ -473,7 +471,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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scene.DrawEvolution(screen, x, y, op)
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} else {
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if scene.Grids[scene.Index].Data[y][x] {
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scene.World.DrawImage(scene.Tiles.Black, 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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@@ -497,22 +495,22 @@ func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten
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switch scene.Grids[scene.Index].Data[y][x] {
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case Alive:
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if age > 50 && scene.Config.ShowEvolution {
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scene.World.DrawImage(scene.Tiles.Old, op)
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scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
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} else {
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scene.World.DrawImage(scene.Tiles.Black, op)
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scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
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}
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case Dead:
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// only draw dead cells in case evolution trace is enabled
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if scene.History[y][x] > 1 && scene.Config.ShowEvolution {
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switch {
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case age < 10:
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scene.World.DrawImage(scene.Tiles.Age1, op)
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scene.World.DrawImage(scene.Theme.Tile(ColAge1), op)
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case age < 20:
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scene.World.DrawImage(scene.Tiles.Age2, op)
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scene.World.DrawImage(scene.Theme.Tile(ColAge2), op)
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case age < 30:
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scene.World.DrawImage(scene.Tiles.Age3, op)
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scene.World.DrawImage(scene.Theme.Tile(ColAge3), op)
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default:
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scene.World.DrawImage(scene.Tiles.Age4, op)
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scene.World.DrawImage(scene.Theme.Tile(ColAge4), op)
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}
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}
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}
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@@ -529,7 +527,7 @@ func (scene *ScenePlay) DrawMark(screen *ebiten.Image) {
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scene.World,
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x+1, y+1,
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w, h,
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1.0, scene.Old, false,
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1.0, scene.Theme.Color(ColOld), false,
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)
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}
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}
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@@ -561,10 +559,10 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
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FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10))
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FontRenderer.Renderer.SetTarget(screen)
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FontRenderer.Renderer.SetColor(scene.Black)
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FontRenderer.Renderer.SetColor(scene.Theme.Color(ColLife))
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FontRenderer.Renderer.Draw(debug, 31, 31)
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FontRenderer.Renderer.SetColor(scene.Old)
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FontRenderer.Renderer.SetColor(scene.Theme.Color(ColOld))
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FontRenderer.Renderer.Draw(debug, 30, 30)
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fmt.Println(debug)
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@@ -582,9 +580,9 @@ func (scene *ScenePlay) InitCache() {
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op := &ebiten.DrawImageOptions{}
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if scene.Config.ShowGrid {
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scene.Cache.Fill(scene.Grey)
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scene.Cache.Fill(scene.Theme.Color(ColGrid))
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} else {
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scene.Cache.Fill(scene.White)
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scene.Cache.Fill(scene.Theme.Color(ColDead))
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}
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for y := 0; y < scene.Config.Height; y++ {
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@@ -595,7 +593,7 @@ func (scene *ScenePlay) InitCache() {
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float64(y*scene.Config.Cellsize),
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)
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scene.Cache.DrawImage(scene.Tiles.White, op)
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scene.Cache.DrawImage(scene.Theme.Tile(ColDead), op)
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}
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}
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}
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@@ -619,47 +617,6 @@ func (scene *ScenePlay) InitGrid() {
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}
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}
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// prepare tile images
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func (scene *ScenePlay) InitTiles() {
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scene.Grey = color.RGBA{128, 128, 128, 0xff}
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scene.Old = color.RGBA{255, 30, 30, 0xff}
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scene.Black = color.RGBA{0, 0, 0, 0xff}
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scene.White = color.RGBA{200, 200, 200, 0xff}
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scene.AgeColor1 = color.RGBA{255, 195, 97, 0xff} // FIXME: use slice!
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scene.AgeColor2 = color.RGBA{255, 211, 140, 0xff}
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scene.AgeColor3 = color.RGBA{255, 227, 181, 0xff}
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scene.AgeColor4 = color.RGBA{255, 240, 224, 0xff}
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if scene.Config.Invert {
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scene.White = color.RGBA{0, 0, 0, 0xff}
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scene.Black = color.RGBA{200, 200, 200, 0xff}
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scene.AgeColor1 = color.RGBA{82, 38, 0, 0xff}
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scene.AgeColor2 = color.RGBA{66, 35, 0, 0xff}
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scene.AgeColor3 = color.RGBA{43, 27, 0, 0xff}
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scene.AgeColor4 = color.RGBA{25, 17, 0, 0xff}
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}
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scene.Tiles.Black = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
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scene.Tiles.White = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
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scene.Tiles.Old = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
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scene.Tiles.Age1 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
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scene.Tiles.Age2 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
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scene.Tiles.Age3 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
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scene.Tiles.Age4 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
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cellsize := scene.Config.ScreenWidth / scene.Config.Cellsize
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FillCell(scene.Tiles.Black, cellsize, scene.Black)
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FillCell(scene.Tiles.White, cellsize, scene.White)
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FillCell(scene.Tiles.Old, cellsize, scene.Old)
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FillCell(scene.Tiles.Age1, cellsize, scene.AgeColor1)
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FillCell(scene.Tiles.Age2, cellsize, scene.AgeColor2)
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FillCell(scene.Tiles.Age3, cellsize, scene.AgeColor3)
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FillCell(scene.Tiles.Age4, cellsize, scene.AgeColor4)
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}
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func (scene *ScenePlay) Init() {
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// setup the scene
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scene.Camera = Camera{
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@@ -685,7 +642,7 @@ func (scene *ScenePlay) Init() {
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scene.Config.Height*scene.Config.Cellsize,
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)
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scene.InitTiles()
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scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
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scene.InitCache()
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if scene.Config.DelayedStart && !scene.Config.Empty {
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